Lv. 1   -
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Bonus Capacity
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50
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0
Lift max
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Drag max
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Int Bonus 0   Misc
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Common Cinematic Minerva Apollo
Scenario Unq. Locales Juno Ceres
Cities Fields Liber Wilds
 
Character Setup
J Basics
Creature
Class
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Class
 
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J Base Ability Scores
STR   DEX   CON   INT   WIS   CHA
           
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J Ethnicity
Base
Ability Score Bonuses
Base
STR   DEX   CON   INT   WIS   CHA
           
Age
Age
Humans reach adulthood in their late teens and live less than a century.
Skill Bonuses
Base
All humans begin with expert rank in 2 languages available to their homeland.
Speed
Speed
Humans start with a 25 foot land speed.
Bonus Feat
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J Ancestry
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STR   DEX   CON   INT   WIS   CHA
           
Speed
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J Background
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Description
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J Magic
Element
Cast Type
 
Foundation Spells
You learn the Kinesis spell, allowing you to move some objects aspected to your element with a touch.
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You learn the Diakopy spell, allowing you to break apart some materials aspected to your element from a distance.
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You learn the Katapeltis spell, allowing you to launch ether aspected to your element.
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You learn the Chlorotheurgy spell.
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You learn the Pyrotheurgy spell.
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You learn the Geotheurgy spell.
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You learn the Ferrotheurgy spell.
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You learn the Hydrotheurgy spell.
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New Branch
You become Trained in one branch of magic. Set this branch in the Spellcasting Proficiencies section.
Spell Knowledge
You learn 0 new spells.
Other Bonuses
 
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J Class Progression
Continue to the Character Progression section below to add your archetype. This will allow you to gain bonuses from both your class and archetype.
 
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Vitals Growth
HP 0 +
Barrier 0 +
SP 0 +
 
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Caster points have been set in the Caster Progression section of Spellcasting Proficiencies. Please spend Caster Points as desired.
 
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J Archetype
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J Vitals Growth
You gain the following improvements to your vitals from your class and archetype. Make modifications as necessary.
HP 0 +
Barrier 0 +
SP 0 +
 
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J Proficiencies
You gain the following proficiencies from your class and archetype
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J Features and Feats
You gain the following features and feats from your class and archetype
 
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archetype lv. 1
Proficiency Bonus
 
Ability Scores
  Total   Base   Incr.   Misc.
STR 0 = 10 + 0 +
DEX 0 = 0 + 0 +
CON 0 = 0 + 0 +
INT 0 = 0 + 0 +
WIS 0 = 0 + 0 +
CHA 0 = 0 + 0 +
 
Ability Score Increases
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Ability Score Increase
Choose four ability scores to increase. If the ability score is less than 18 it will raise by 2. Otherwise it will raise by 1.
Strength
Dexterity
Constitution
Intelligece
Wisdom
Charisma
No increases selected
Creature Growth
  Total   Base   Incr.   Misc.
STR 0 = 10 + 0 +
DEX 0 = 0 + 0 +
CON 0 = 0 + 0 +
INT 0 = 0 + 0 +
WIS 0 = 0 + 0 +
CHA 0 = 0 + 0 +
Source Pts.
total 1
Source Proficiencies
0
Quantity
Name
Cost
Quantity
Notes
Saving Throws
y
Strength Save
Mods
0
y
Dexterity Save
Mods
0
y
Constitution Save
Mods
0
y
Intelligence Save
Mods
0
y
Wisdom Save
Mods
0
y
Charisma Save
Mods
0
Spellcasting Proficiencies
Elemental Affinities
Primary
Sub
 
Spellcasting
y
Spell Effect
Mods
0
y
Spirit Effect
Mods
0
 
Caster Progression
Caster Pts
0 | 0
Spellforce
Max Rank 0
Ki 0
Spell Power 0
CP to next lvl 0
Next Ki 0
Next Sp. Power 0
Affinity Ctrl
Max Rank 0
Branches 0
CP to next lvl 0
Next Branch + 0
Willpower
Spell Slots + 0
Known Spells + 0
CP to next lvl 0
Next Spell Slots 0
Next Kn. Spells 0
Ki Capacity
Ki 0
Surge 0
Ether 0
CP to next lvl 1
Next Ki 0
Next Surge 0
Next Ether 0
Branch Proficiencies
Branch Growth
y
Branch Prof Points
Affinity 0
Feats
Misc
Tier
Points
0 | 0
 
Proficiencies and Spells
J Arcana Branches
J   Foundational
  Pw   Branch Spell List
J 1 Kinesis
Kinesis
Traits:
Aspected This feature becomes aspected to the caster's elemental affinity or no affinity at all. If the caster has multiple affinities, you may choose one when casting. If the effect deals damage, the damage type changes based on the element chosen. Wood becomes acid, fire becomes burn, earth becomes force, metal becomes lightning, water becomes cold, and nothing become rending.
Mana: 0
Range: Touch ; Targets: One unattended object within a 5-foot cube
You can easily lift and move objects. The object must not be attached to anything and at least half of which is made of non-complex material aspected to the chosen element. You may move the target up to 10 feet in any direction as long as there is space in the target location and the destination is on the ground. If the way is blocked the object stops as it hits the object.
Heightened
Distance moved increases by 20 feet per level.
J 1 Diakopy
Diakopy
Traits:
Aspected This feature becomes aspected to the caster's elemental affinity or no affinity at all. If the caster has multiple affinities, you may choose one when casting. If the effect deals damage, the damage type changes based on the element chosen. Wood becomes acid, fire becomes burn, earth becomes force, metal becomes lightning, water becomes cold, and nothing become rending.
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Dust This feature targets an object with the intention of breaking down its material components into dust. If the object has multiple component materials, you can only affect the components that match the material you are dusting. When attempting to dust an object you typically can only target materials in your effective area on the surface and up to 1 inch deep unless otherwise noted. When attacking an object you target the object's AC or the wearer's AC, whichever is higher.
Mana: 0
Range: 30 feet ; Area: Up to a 5-foot square
You break down material into dust. This spell only targets non-complex material aspected to the chosen element. Make a ranged spell attack against the target dealing 2d8 + Spellcasting Ability Modifier tension damage.
Heightened
Damage increases by 2d8 per level.
J 1 Katapeltis
Katapeltis
Traits:
Aspected This feature becomes aspected to the caster's elemental affinity or no affinity at all. If the caster has multiple affinities, you may choose one when casting. If the effect deals damage, the damage type changes based on the element chosen. Wood becomes acid, fire becomes burn, earth becomes force, metal becomes lightning, water becomes cold, and nothing become rending.
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Mana: 0
Range: 30 feet
You hurl a mote of energy at a target. Make a ranged spell attack against the target for 1d8 damage.
On Critical Success: As success, but you double any damage dice.
On Success: You deal damage stated.
J 1 Chlorotheurgy
Chlorotheurgy
Mana: 0
Range: 30 feet
You manipulate plant matter in a number of ways. • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, or a faint odor.
J 1 Pyrotheurgy
Pyrotheurgy
Traits:
Ignite This effect causes flammable material to catch fire. If a creature ends their turn while in fire they take 1d6 burn damage.
Mana: 0
Range: 30 feet ; Targets: One active flame within a 5 foot cube
You affect fire in one of the following ways: • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. • You instantaneously extinguish the flames. • You cause simple shapes to appear within the flames and animate as you like as long as you cast this spell each round.
J 1 Geotheurgy
Geotheurgy
Mana: 0
Range: 30 feet ; Targets: Earthen material within a 5 foot cube
You cause shapes, colors, or both to appear on dirt or stone, spelling out words, creating images, or shaping patterns.
J 1 Ferrotheurgy
Ferrotheurgy
Mana: 0
Range: 30 feet ; Targets: Metalic material within a 5 foot cube
You cause shapes, colors, or both to appear on the surface of metal, spelling out words, creating images, or shaping patterns.
J 1 Hydrotheurgy
Hydrotheurgy
Mana: 0
Range: 30 feet ; Targets: Water within a 5 foot cube
You affect water in one of the following ways: • You move the source of water up to 20 feet in any direction. • You immediately dry a target wet creature or object. • You cause the water to form into simple shapes and animate at your direction as long as you cast this spell each round.
 
J   Ethereal
  Pw   Branch Spell List
J 1 Arcane Bolt
Arcane Bolt
Traits:
Aspected This feature becomes aspected to the caster's elemental affinity or no affinity at all. If the caster has multiple affinities, you may choose one when casting. If the effect deals damage, the damage type changes based on the element chosen. Wood becomes acid, fire becomes burn, earth becomes force, metal becomes lightning, water becomes cold, and nothing become rending.
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Mana: 0
Range: 120 feet
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target for 1d10 damage.
On Critical Success: As success, but you double any damage dice.
On Success: You deal damage stated.
J 1 Arcane Burst
Arcane Burst
Traits:
Aspected This feature becomes aspected to the caster's elemental affinity or no affinity at all. If the caster has multiple affinities, you may choose one when casting. If the effect deals damage, the damage type changes based on the element chosen. Wood becomes acid, fire becomes burn, earth becomes force, metal becomes lightning, water becomes cold, and nothing become rending.
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 0
Range: 120 feet ; Area: 5-foot-radius sphere
A burst of arcane energy explodes for 1d8 damage.
Heightened
Damage increases by 2d8 per level.
J 1 Arcane Strike
Arcane Strike
Traits:
Aspected This feature becomes aspected to the caster's elemental affinity or no affinity at all. If the caster has multiple affinities, you may choose one when casting. If the effect deals damage, the damage type changes based on the element chosen. Wood becomes acid, fire becomes burn, earth becomes force, metal becomes lightning, water becomes cold, and nothing become rending.
Mana: 0
Range: Self
You imbue your body with elemental energy then strike a target. Make an unarmed Strike against the target. The damage is typed to whichever element you select.
J 1 Arcane Blade
Arcane Blade
Traits:
Aspected This feature becomes aspected to the caster's elemental affinity or no affinity at all. If the caster has multiple affinities, you may choose one when casting. If the effect deals damage, the damage type changes based on the element chosen. Wood becomes acid, fire becomes burn, earth becomes force, metal becomes lightning, water becomes cold, and nothing become rending.
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Mana: 100
Your attack flares with a burst of magic. Make a melee Strike, dealing an extra 1d8 damage. This counts as two attacks when calculating your multiple attack penalty.
J 1 Arcane Healing
Arcane Healing
Mana: 50
Range: 90 feet
Drawing upon the ether you force a barrier to restore itself. Choose a target creature within range. That creature gains 1d10 + your spellcasting ability barrier.
Heightened
Barrier healing increases by 1d10 per level.
 
 
J Wood Branches
J   Wood Fundamental
  Pw   Branch Spell List
J 1 Cultivate
Cultivate
Mana: 0
Range: Touch ; Targets: One target plant
You provide nourishment to a plant and accelerate its growth by one day. This acceleration ages the plant's overall life. If the plant is mature it can bear fruit or flower. Make a DC 15 spell effect check. On success, the plant produces one piece of fruit or flowers.
J 1 Acid Blast
Acid Blast
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 50
Range: Self ; Area: 20-foot cone
You hold your hand out towards your target causing acid to shoot out for 2d6 acid (Wood) damage.
Heightened
Damage increases by 2d6 per level.
J 1 Create Pine
Create Pine
Traits:
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: Touch
You create up to 30 motes of ethereal pine dust.
J 1 Cure Light Trauma
Cure Light Trauma
Mana: 50
Range: 15 feet ; Targets: One target creature
A poultice is quickly created and applied to the target. Choose an injury on the target to heal 1d4 damage then shift it to its Healed state. If the injury is a trauma all healing is doubled.
J 1 Distant Whisper
Distant Whisper
Mana: 50
Range: 100 miles
You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. The whisper can also travel to a specific Ventu stone if the caster knows its resonance frequency. The spell is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound to the closest person to the location or until a user releases the message in the Ventu stone. The spell then dissipates. You can prepare the spell to bear a message of no more than 20 words. The spell moves at 100 miles per hour. If the wind cannot reach the destination within the duration, the spell automatically fails.
 
y
Plantation
Mods
J   Plantation
  Pw   Branch Spell List
J 1 Quickcraft: Wood
Quickcraft: Wood
Traits:
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 0
Range: Self
You create up to 10 motes of ethereal maple. You may use this glass to craft an object component and immediately make 100 points of progress. This is all done with the casting of this spell. If you cast this spell again, any material you made with previous castings are immediately destroyed.
Heightened
This spell can instead create mapla at power 2 and ironwood at power 3.
J 1 Wood Shield
Wood Shield
Mana: 0
Range: Self
You create a small buckler made of wood that springs up to block attacks. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
J 1 Dust Wood
Dust Wood
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Dust This feature targets an object with the intention of breaking down its material components into dust. If the object has multiple component materials, you can only affect the components that match the material you are dusting. When attempting to dust an object you typically can only target materials in your effective area on the surface and up to 1 inch deep unless otherwise noted. When attacking an object you target the object's AC or the wearer's AC, whichever is higher.
Mana: 5
Range: Touch ; Area: Up to a 5-foot square
You break down wood into dust. The target area must contain non-complex wood aspected material. Make a melee spell attack against the target dealing 2d12 + Spellcasting Ability Modifier tension damage.
Heightened
Damage increases by 2d12 per level.
J 1 Shape Fiber
Shape Fiber
Mana: 10
Range: Self
You can manipulate flexible, non-complex, wood-aspected dust to craft objects. You take the Shape Plant action to increase progress of a component made with this material.
J 1 Shape Wood
Shape Wood
Mana: 10
Range: Self
You can manipulate sturdy, non-complex, wood-aspected dust to craft objects. You take the Shape Plant action to increase progress of a component made with this material.
J 1 Create Cloth
Create Cloth
Traits:
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: Touch
You create up to 30 motes of ethereal cloth or hemp dust.
Heightened
Motes created increase by 20 per level.
J 1 Create Maple
Create Maple
Traits:
Boundary This spell causes a wall to manifest at a point within range. The spell will always state the dimensions of the panels. When making the wall, each panel must be contiguous with at least one other panel. The wall can have any shape you desire. The wall doesn’t need to be vertical or rest on any firm foundation. However, it must be supported by existing solid material.
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: 50 feet
You create up to 60 motes of ethereal maple dust that you can use to create a wall.. The wall is 1 inch thick and is composed of six 5-foot-by-5-foot panels. Each panel has an AC of 11, a damage threshold of 5, and 1 HB.
Heightened
Motes created increase by 30 and the number of wall panels increase by 4 per level. Optionally, you may instead create mapla, a magically reinforced maple material. Each mapla panel has an AC of 13, a damage threshold of 12, and 1 HB.
J 1 Ensnaring Strike
Ensnaring Strike
Traits:
Augment This effect modifies another action. One action can only be modified by one augment effect. If a creature has multiple augments active upon them, they must choose which augment affects their action they wish to augment. Once an augment is used on an action the augment is expended.
Renitence Actions with this trait typically cause some kind of debilitating effect that becomes ineffective if used frequently. Creatures cannot be targetted by this action for 1 minute after they have been targetted by this action.
Mana: 50
Range: Self
You augment a strike to cause vines to appear at the impact point and bind the target. When you successfully make a Strike you may expend this augment to affect the target with ensnaring vines. Ensnaring vines lasts up to 1 minute, restrains creatures under its effects and deals 1d6 stab (Wood) damage at the start of the creature's turn. At the start of an affected creature's turn, they may make a Strength save against the spellcaster's DC to end the effects. In addition, the creature may use the Break Free or Escape Artist action against the spellcasting DC to end the effects of ensnaring vines.
J 1 Entangle
Entangle
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Mana: 50
Range: 90 feet ; Area: 20 foot square area
This spell creates various vines that reach and grab at those that enter their area. The area is considered difficult terrain.
On Success: The target creature is restrained for 1 round. The creature may use the Break Free or Escape Artist action against the spellcasting DC to escape.
J 1 Forest Guise
Forest Guise
Traits:
Cloak This spell cloaks the creature with magic in some way. While under the effects of a cloak spell, a creature can only take actions that have the move trait or are specializations of the Insight or Perception skill. Taking any other action, or being damaged, will end the effects of the cloak spell.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: Touch
You and up to three target creatures become entangled in thick vines. As long as all creatures remain in forested area, they gain advantage on Stealth checks.
J 1 Wood Burst
Wood Burst
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 50
Range: Self ; Area: 5-foot-radius
As you raise your arms then push them to the ground, wood rains down around you dealing 3d6 force (wood) damage to those around you.
Heightened
Damage increases by 2d6 per level.
J 2 Dust Ironwood
Dust Ironwood
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Dust This feature targets an object with the intention of breaking down its material components into dust. If the object has multiple component materials, you can only affect the components that match the material you are dusting. When attempting to dust an object you typically can only target materials in your effective area on the surface and up to 1 inch deep unless otherwise noted. When attacking an object you target the object's AC or the wearer's AC, whichever is higher.
Mana: 20
Range: Touch ; Area: Up to a 5-foot square
You can break down ironwood or ironoak into dust. Make a melee spell attack against the target dealing 3d12 + Spellcasting Ability Modifier tension damage.
Heightened
Damage increases by 1d12 per level.
J 2 Shape Ironwood
Shape Ironwood
Mana: 40
Range: Touch
You can manipulate ironwood dust or ironoak dust to craft objects. You take the Shape Metal action to increase progress of a component made with this material.
J 2 Create Ironwood
Create Ironwood
Traits:
Boundary This spell causes a wall to manifest at a point within range. The spell will always state the dimensions of the panels. When making the wall, each panel must be contiguous with at least one other panel. The wall can have any shape you desire. The wall doesn’t need to be vertical or rest on any firm foundation. However, it must be supported by existing solid material.
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 50 feet
You create up to 90 motes of ethereal ironwood dust that you can use to create a wall. The wall is 1 inch thick and is composed of ten 5-foot-by-5-foot panels. Each panel has an AC of 15, a damage threshold of 16, and 2 HB.
Heightened
Motes created increase by 30 and the number of wall panels increase by 3 per level. Optionally, you may instead create ironoak, a magically reinforced ironwood material. Each ironoak panel has an AC of 16, a damage threshold of 20, and 2 HB.
J 2 Petal Storm
Petal Storm
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 150 feet ; Area: 15-foot-radius, 20-foot-high cylinder
You bring forth a cloud of razor-sharp flower petals that thrash violently in the wind that deal 2d10 rending (Wood) damage.
Heightened
Damage increases by 2d10 per level.
J 3 Pine Spear
Pine Spear
Traits:
Platform This spell creates a platform that raises out from a solid surface within range. The spell will always state the dimensions of the platform. If the platform deals damage to creatures the platform can always be slowed to instead deal no damage. If a platform is prevented from reaching its full height because of a ceiling or other obstacle, any creature on the platform takes 3d6 bludgeoning damage and is restrained, pinched between the platform and the obstacle. The creature can use the Break Free or Escape Artist action against the spellcaster's spellcasting DC.
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 350
Range: 200 feet
A spear of pine wood sprout from the earth and pierces into the sky. The spear is a 10 ft. cylinder and grows to 30 ft in height. Creatures under the spear when it is created may save or take 8d6 Stab (Wood) damage and raise to the top of the spear.
On Critical Success: As success, but you double any damage dice.
On Success: You deal damage stated.
J 4 Wildwood
Wildwood
Traits:
Platform This spell creates a platform that raises out from a solid surface within range. The spell will always state the dimensions of the platform. If the platform deals damage to creatures the platform can always be slowed to instead deal no damage. If a platform is prevented from reaching its full height because of a ceiling or other obstacle, any creature on the platform takes 3d6 bludgeoning damage and is restrained, pinched between the platform and the obstacle. The creature can use the Break Free or Escape Artist action against the spellcaster's spellcasting DC.
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 500
Range: 200 feet
Ten pine trees sprout from the earth and grow into a lush forest. Each tree is a 5 foot cylinder in diameter with a height of up to 30 feet. Creatures under a tree when it is created may save or take 6d6 stab (Wood) damage and raise to the top of the tree.
On Critical Success: As success, but you double any damage dice.
On Success: You deal damage stated.
 
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Toxin
Mods
J   Toxin
  Pw   Branch Spell List
J 1 Sicken
Sicken
Traits:
Renitence Actions with this trait typically cause some kind of debilitating effect that becomes ineffective if used frequently. Creatures cannot be targetted by this action for 1 minute after they have been targetted by this action.
Mana: 50
Range: 120 feet ; Targets: Up to two target creatures
You disease your targets with a sickening poison. The effect is determined by the target's save.
On Critical Success: The target creature takes a 1d4 penalty on all attack rolls and saving throws. The creature may make another Constitution Save at the end of their turn to remove the effect.
On Success: The target creature takes a -1 penalty on all attack rolls and saving throws. The creature may make another Constitution Save at the end of their turn to remove the effect.
J 1 Sleep
Sleep
Traits:
Renitence Actions with this trait typically cause some kind of debilitating effect that becomes ineffective if used frequently. Creatures cannot be targetted by this action for 1 minute after they have been targetted by this action.
Mana: 50
Range: 30 feet ; Area: 5-foot-radius sphere
Spores fill the area causing drowziness and might cause sleep. The effect is determined by the target's save. A creature that falls unconscious from this spell doesn't fall prone or release what it's holding. This spell doesn't prevent creatures from waking up due to a successful Perception check, limiting its utility in combat.
On Critical Success: The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically.
On Success: The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically.
On Failure: The creature takes a -1 penalty to Perception checks for 1 round.
J 1 Venom
Venom
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: 60 feet
You choose a creature you can see within range and imbue them with a small amount of poison that activates upon your strikes. Until the spell ends, you deal an extra 1d6 damage to the target whenever you deal damage with the strike action.
J 2 Slumber
Slumber
Traits:
Renitence Actions with this trait typically cause some kind of debilitating effect that becomes ineffective if used frequently. Creatures cannot be targetted by this action for 1 minute after they have been targetted by this action.
Mana: 200
Range: Self ; Area: 40 foot cone
Powerful sleep spores emerge from your finger tips. The effect is determined by the target's save. The spell ends for an uncnscious creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
On Critical Success: The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically.
On Success: The creature becomes staggered (1). At the end of their turn, the creature must make another Constitution saving throw against the caster's spellcasting DC. On a failure the creature falls unconscious.
On Failure: The creature takes a -1 penalty to Perception checks for 1 round.
J 2 Spore
Spore
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 150 feet ; Area: 10-foot-radius, 40-foot-high cylinder
Small mushrooms spawn in the area and release toxic spores, dealing 1d6 poison damage.
Heightened
Damage increases by 1d6 per level.
J 3 Toxic Strike
Toxic Strike
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Mana: 400
Your attack disorients and confuses the target. Make a melee Strike, dealing an extra 1d8 poison damage and the creature is staggered (1) until the end of your next turn. This counts as two attacks when calculating your multiple attack penalty.
J 3 Wither
Wither
Mana: 350
Range: 90 feet
You inflict the target with a poison that sucks moisture from their body. Target creature makes a Dexterity saving throw. On failure, target takes 2d8 poison damage or half as much on a successful one. This damage bypasses barrier. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.
Heightened
Increase damage by 3 per slot level above 4th
J 4 Harm
Harm
Mana: 500
Range: 60 feet
You unleash a virulent disease on a creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, it takes 5d8 poison damage that bypasses barrier, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
 
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Health
Mods
J   Health
  Pw   Branch Spell List
J 1 Passive Healing
Passive Healing
Mana: 0
Range: Touch ; Targets: One target creature
You lay your hands on an injured creature and release small and consistent amounts of healing mana. After 10 minutes of healing, choose an injury on the target. That injury's hp damage is removed and the injury shifts to its recovery state.
J 1 Purify Food and Drink
Purify Food and Drink
Mana: 0
Range: 10 feet
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
J 1 Barrier Healer
Barrier Healer
Mana: 50
Range: 90 feet
You regenerate a barrier. Choose a target creature within range. The target gains 1d4 barrier.
Heightened
Barrier healing increases by 1d4 per level.
J 1 Cure Injury
Cure Injury
Mana: 50
Range: 30 feet ; Targets: One target creature
A poultice is quickly created and applied to the target. Choose any injury on the target to heal 1d10 + your spellcasting ability modifier damage. The injury then shifts to its healed state.
Heightened
Healing increases by 1d10 per level.
J 2 Poison Ward
Poison Ward
Mana: 100
Range: 30 feet
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned and effects dealing poison damage, and it has resistance to poison damage.
J 2 Greater Barrier Healer
Greater Barrier Healer
Mana: 600
Range: 60 feet
You heal a barrier with a lot of energy. Choose a target creature within range. The target gains 8d4 barrier.
Heightened
Barrier healing increases by 1d4 per level.
J 2 Heal Vitality
Heal Vitality
Mana: 200
Range: 10 feet
You trade some of your own life force to restore another's. You lose 3 Vitality to grant your target 2 Vitality.
J 2 Lesser Life Weave
Lesser Life Weave
Mana: 200
Range: Touch
You imbue a creature you touch with healing energy to undo a debilitating effect. You can perform one of the following effects on the target: • Reduce the target’s exhaustion level by one. • Remove any wound or trauma type injury in its recovery state. • One effect that charmed or petrified the target • Any reduction to one of the target’s ability scores
J 2 Rejuvenate
Rejuvenate
Mana: 200
Range: Touch
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
J 3 Mass Cure Injuries
Mass Cure Injuries
Mana: 350
Range: 90 feet ; Targets: Up to ten target creatures
You create pain reducing herbs around those in need of aid. Choose any injury on each target creature to heal 3d8 + your spellcasting ability modifier damage. The chosen injuries then shift to their Healed state.
Heightened
Healing increases by 2d8 per level.
J 3 Revitalize
Revitalize
Mana: 350
Range: 30 feet
You target a creature that has died within the last minute. That creature returns to life and stabilizes. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
J 4 Convalescence
Convalescence
Mana: 1000
Range: 60 feet
You impart a large amount of ki into a barrier. Choose a target creature within range. The target gains 8d10 barrier.
Heightened
Barrier healing increases by 2d10 per level.
J 4 Heal
Heal
Mana: 500
Range: 90 feet
You concentrate on a creature's painful injuries and imbue them with a powerful jolt of healing energy. Choose a target creature with active injuries. Choose up to three injuries that are active or healed. All of their HP damage is removed and the injuries immediately shift to the Recovery state. This spell also removes any diseases affecting the target.
J 4 Life Weave
Life Weave
Mana: 500
Range: Touch
You imbue a creature you touch with powerful healing energy to undo a debilitating effect. You can perform one of the following effects on the target: • Reduce the target’s exhaustion level by two. • Remove any two wound or trauma type injuries in their recovery state. • Remove any fracture type injury in their recovery state. • Remove any single disease or poison on the target.
J 5 Nightingale
Nightingale
Mana: 650
Range: Touch ; Targets: One target creature
You imbue the target creature with a massive amount of healing energy. All of the target creature's injuries have their HP damage removed and the injuries immediately shift to the Recovery state. If the creature is charmed, frightened, paralyzed, staggered, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up.
 
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Wind
Mods
J   Wind
  Pw   Branch Spell List
J 1 Whisper
Whisper
Mana: 0
Range: 30 feet
You whisper a message on the wind to send a short message to a nearby target. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
J 1 Wind Bullet
Wind Bullet
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Mana: 0
Range: 150 feet
You cause a gust of wind to push at a target for 1d6 rending (Wood) damage.
On Critical Success: As success, but you double any damage dice.
On Success: You deal damage stated and push the target 5 feet from your position.
J 1 Feather Fall
Feather Fall
Mana: 50
Range: 120 feet ; Targets: Up to six falling creatures
Trigger: When a creature within range is falling.
A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage, can land on its feet, and the spell ends for that creature.
J 1 Howling Strike
Howling Strike
Traits:
Augment This effect modifies another action. One action can only be modified by one augment effect. If a creature has multiple augments active upon them, they must choose which augment affects their action they wish to augment. Once an augment is used on an action the augment is expended.
Mana: 50
Range: Self
You augment a strike to cause a burst of wind. When you successfully make a Strike you may expend this augment to add the following effects, determined by the target's save.
On Success: The target creature takes 2d6 force (Wood) damage and is pushed 20 feet away from you.
J 1 Wind Barrier
Wind Barrier
Mana: 50
Range: Self
Your barrier creates a gentle breeze around you that bursts outward when it resists an attack. Whenever a creature hits you with a melee attack they are pushed 5 feet away from you and their speed drops to zero until the beginning of their next turn. The effect lasts until the end of the spell's duration or your barrier is shattered.
J 2 Gust of Wind
Gust of Wind
Traits:
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: Self ; Area: 60 feet long, 10 feet wide, and 10 feet high line
A powerful wind pushes away from you in one direction. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. Movement while within the area of force is difficult terrain. As an action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
On Critical Success: The target is pushed 40 feet from the source.
On Success: The target is pushed 30 feet from the source.
On Failure: The target is pushed 10 feet from the source
On Critical Failure: The target is not pushed.
J 2 Scent
Scent
Mana: 200
Range: Self
This spell allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. A creature with the scent ability can follow tracks by smell, making a Survival (Wisdom) check to find or follow a track. The typical DC for a fresh trail is reduced by 10 with the scent ability. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
J 2 Soar
Soar
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 300 feet ; Targets: Two target creatures
Controlled bursts of wind around the target allow them to fly in the air. Targets gain a 30 feet fly speed. Targets must remain in the range of the caster to remain in flight or else the spell will end prematurely.
Heightened
Increase targets by 2 per level.
J 2 Updraft
Updraft
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Mana: 200
Range: 300 feet ; Area: 100-foot-cube
You cause a sustained updraft within an area, rising upward from the area’s bottom edge. When a creature in the area makes a vertical jump, the creature can jump up to 20 feet higher than normal. Creatures that end a fall within the area take only half damage from the fall.
J 2 Whispering Wind
Whispering Wind
Mana: 200
Range: Limitless
You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. The whispering wind can also travel to a specific Ventu stone if the caster knows its resonance frequency. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound regardless of whether a person is there or until a user releases the message in the Ventu stone. The wind then dissipates. You can prepare the spell to bear a message of no more than 50 words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 100 miles per hour. When the spell reaches its objective, it speaks its message in a whisper to whomever closest to the location. Whispering wind cannot speak verbal components, use command words, or activate magical effects.
J 2 Wind Burst
Wind Burst
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 200
Range: 250 feet ; Area: 5-foot-radius sphere
Your extended palm causes wind to burst out causing 2d6 force (Wood) damage.
On Success: The target is pushed 10 feet away from the center point of the spell.
Heightened
Damage increases by 2d6 per level.
J 2 Wind Wall
Wind Wall
Traits:
Boundary This spell causes a wall to manifest at a point within range. The spell will always state the dimensions of the panels. When making the wall, each panel must be contiguous with at least one other panel. The wall can have any shape you desire. The wall doesn’t need to be vertical or rest on any firm foundation. However, it must be supported by existing solid material.
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 250 feet
You create a powerful torrent of wind that pushes upwards and deals 2d8 force (Wood) damage. You can make the wall up of ten 5 feet long, 15 feet high, and 1 foot thick sections. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by siege engines, and similar projectiles, are unaffected.)
On Success: The creature is pushed 10 feet into the air and falls. Creatures that take fall damage land prone.
Heightened
Damage increases by 1d8 per level. At power 3, Small or smaller creatures must make a Strength saving throw to pass through the wall. At power 4, Medium or smaller creatures must make a Strength saving throw to pass through the wall. At power 5, Large or smaller creatures must make a Strength saving throw to pass through the wall.
J 3 Air Walk
Air Walk
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 350
Range: Touch ; Targets: One target creature
The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle.
J 3 Twister
Twister
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Vortex This feature is always a part of an area effect. The effect will always attempt to restrain those within its area. If it successfully restrains a creature, at the start of the creature's turn the vortex will act on the creature as determined by the effect. A restrained creature may use the Break Free or Escape Artist action against the effect's DC to escape the vortex. Many vortexes have additional effects that may trigger on a creature's escape.
Mana: 350
Range: 300 feet ; Area: 5 foot radius and 30 feet high cylinder
You create a whirlwind that sucks in those nearby and deals 2d6 force (Wood) damage. When a creature starts its turn while caught in the vortex, the creature is pulled 5 feet upwards and 5 feet towards the center of the whirlwind. When a creature escapes from the vortex, they are hurled 3d6 × 10 feet away from it in a random direction.
On Success: The target creature is caught in the vortex and restrained for 1 round.
J 4 Downdraft
Downdraft
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Mana: 500
Range: 300 feet ; Area: 100-foot-cube
You cause a sustained blast of strong wind to blow downward. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls.
On Success: The creature falls prone.
J 5 Tornado
Tornado
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Vortex This feature is always a part of an area effect. The effect will always attempt to restrain those within its area. If it successfully restrains a creature, at the start of the creature's turn the vortex will act on the creature as determined by the effect. A restrained creature may use the Break Free or Escape Artist action against the effect's DC to escape the vortex. Many vortexes have additional effects that may trigger on a creature's escape.
Mana: 650
Range: 300 feet ; Area: 10 foot radius and 30 feet high cylinder
A whirlwind howls down to a point on the ground and deals 6d6 force (Wood) damage. When a creature starts its turn while caught in the vortex, the creature is pulled 5 feet upwards and 5 feet towards the center of the whirlwind. A creature caught in a vortex moves with the vortex. When a creature escapes from the vortex, they are hurled 3d6 × 10 feet away from it in a random direction. Until the spell ends, you can use your action to move the vortex up to 30 feet in any direction along the ground. The vortex sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
 
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Mana
Mods
J   Mana
  Pw   Branch Spell List
J 2 Calmed Surge
Calmed Surge
Mana: 0
Range: Self
Perform a Surge action as part of the casting of this spell. Reduce any Vitality damage taken by the surge by 2.
J 2 Mana Release
Mana Release
Mana: 400
Range: 60 feet ; Targets: One target
You find lingering magical energy on the target and transform it into ether. If the target is a creature, any spell of power 2 or lower on the target ends. If the target is a terrain or structure and it was created by a spell of power 2 or lower, the effect disappears.
Heightened
You may end the effects of a spell equal to the power you heighten this spell.
J 3 Innervate
Innervate
Mana: 200
Range: Touch
Trigger: When another creature within range heightens a spell.
You give the caster back the amount of ki spent to increase the power of the spell.
J 3 Counterspell
Counterspell
Mana: 450
Range: 60 feet
Trigger: When another creature within range casts a spell.
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of power 2 or lower, make a spell effect check where the DC equals 20 + the target spell’s power. On a success, the creature’s spell fails and has no effect.
Heightened
You may end the effects of a spell equal to the power you heighten this spell.
J 3 Boost Surge
Boost Surge
Mana: 350
Range: Touch
When the target of this spell surges, they gain an additional 200 Ki.
J 4 Sustained Mana
Sustained Mana
Mana: 0
Range: 30 feet ; Targets: One target
Choose one spell with a sustained duration that your target has in effect. The target can Sustain the Spell once as a free action, triggered at the start of their next turn.
J 4 Mana Battery
Mana Battery
Mana: 400
Range: Touch
Trigger: When another creature within range casts a spell.
You transfer your own mana to another creature to help cast a spell. The target of this spell gains 300 Mana that must be used towards the casting of the triggering spell.
J 4 Mana Drain
Mana Drain
Mana: 400
Range: Touch
Make a melee spell attack against a target. On hit, this spell drains 1d6 x 50 Ki from the target and you restore the same amount.
 
Advanced Branch. Requires Adept in Health branch and Trained in Ether branch.
y
Corrosion
Mods
J   Corrosion
  Pw   Branch Spell List
J 1 Repulse
Repulse
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Mana: 0
Range: 90 feet
You hurl a bubble of acid. Make a ranged spell attack against the target for 1d12 acid (wood) damage.
On Critical Success: As success, but you double any damage dice.
On Success: You deal damage stated.
J 2 Acid Arrow
Acid Arrow
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Mana: 200
Range: 400 feet
An arrow of acid springs from your hand and speeds to its target. Make a ranged attack against the target for 3d10 acid (Wood) damage.
On Critical Success: As success, but you double any damage dice.
On Success: You deal damage stated. At the end of the target's next turn they take an additional 2d10 points of acid (Wood) damage.
Heightened
Damage increases by 2d10 per level.
J 3 Caustic Rebuke
Caustic Rebuke
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 350
Range: Self ; Area: 10 feet long, 5 feet wide, and 5 feet high line
Trigger: When you take damage.
A spray of acid spurts in the direction of the opponent who inflicted the wound damaging the first creature or object it touches for 7d10 points of acid (Wood) damage.
On Success: At the end of the target's next turn they take an additional 3d10 points of acid (Wood) damage.
J 4 Acid Spray
Acid Spray
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 500
Range: Self ; Area: 60 feet long, 5 feet wide, and 5 feet high line
A spray of acid erupts from your outstretched hand, dealing 10d10 points of acid (Wood) damage.
On Success: At the end of the target's next turn they take an additional 5d10 points of acid (Wood) damage.
Heightened
Increase the damage by 5d10 per level.
J 5 Dust Viridium
Dust Viridium
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Dust This feature targets an object with the intention of breaking down its material components into dust. If the object has multiple component materials, you can only affect the components that match the material you are dusting. When attempting to dust an object you typically can only target materials in your effective area on the surface and up to 1 inch deep unless otherwise noted. When attacking an object you target the object's AC or the wearer's AC, whichever is higher.
Mana: 65
Range: Touch ; Area: Up to a 5-foot square
You can break down viridium dust to craft objects. Make a melee spell attack against the target dealing 5d12 + Spellcasting Ability Modifier tension damage.
Heightened
Damage increases by 3d12 per level.
J 5 Shape Viridium
Shape Viridium
Mana: 130
Range: Self
You can manipulate viridium dust to craft objects. You take the Shape Glass action to increase progress of a component made with this material.
J 5 Caustic Eruption
Caustic Eruption
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 650
Range: 60 feet ; Area: 30-foot cube
Acid erupts from the ground, dealing 8d10 points of acid (Wood) damage.
On Success: At the end of the target's next turn they take an additional 6d10 points of acid (Wood) damage.
Heightened
Damage increases by 3d10 per level.
J 5 Create Viridium
Create Viridium
Traits:
Boundary This spell causes a wall to manifest at a point within range. The spell will always state the dimensions of the panels. When making the wall, each panel must be contiguous with at least one other panel. The wall can have any shape you desire. The wall doesn’t need to be vertical or rest on any firm foundation. However, it must be supported by existing solid material.
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 650
Range: 50 feet
You create up to 90 motes of ethereal fireglass dust that you can use to create a wall. The wall is 2 inches thick and is composed of seven 5-foot-by-5-foot panels. Each panel has an AC of 16, a damage threshold of 28, and 4 HB.
Heightened
Motes created increase by 30 and the number of wall panels increase by 3 per level.
 
Advanced Branch. Requires Adept in Plantation branch and Trained in Toxin branch.
 
J Fire Branches
J   Fire Fundamental
  Pw   Branch Spell List
J 1 Light
Light
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Mana: 0
Range: Touch
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
J 1 Produce Heat
Produce Heat
Mana: 0
Range: Touch
You produce heat in one of the following ways. • You raise the temperature in a 50 foot radius around you by up to 10°C (18°F). • You raise the temperature of an object you touch by 20°C (36°F). • You immediately dry a target wet creature or object. These effects may cause objects to immediately begin to melt.
J 1 Torch
Torch
Traits:
Ignite This effect causes flammable material to catch fire. If a creature ends their turn while in fire they take 1d6 burn damage.
Mana: 0
Range: Touch ; Targets: One target object that is flammable
You create a fire with your touch.
J 1 Shape Clay
Shape Clay
Mana: 10
Range: Self
You can manipulate non-transparent, non-complex, fire-aspected dust to craft objects. You take the Shape Earth action to increase progress of a component made with this material.
J 1 Brick Barrage
Brick Barrage
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 50
Range: Self ; Area: 15-foot cone
Chunks of hardened clay flies out from your outstretched hand, dealing 2d10 force (Fire) damage.
Heightened
Damage increases by 2d10 per level.
J 1 Create Clay
Create Clay
Traits:
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: 50 feet
You create up to 30 motes of ethereal clearth or kaolin dust.
Heightened
Motes created increase by 20 per level.
J 1 Heat Adaption
Heat Adaption
Mana: 50
Range: 10 feet ; Targets: Up to five target creatures
You reduce the exhaustive effects of being in high heat environments by regulating temperature. The target does not take any of the disadvantages for being in an area with a high temperature. This does not provide protection from flame or burn damage.
Heightened
Increase targets by 3 per level.
J 1 Mend Light Wounds
Mend Light Wounds
Mana: 50
Range: Self
You focus on your own healing. Choose a wound type injury on yourself to heal 1d10 + your spellcasting ability modifier damage. The injury then shifts to its Healed state.
 
y
Flame
Mods
J   Flame
  Pw   Branch Spell List
J 1 Flame Arrow
Flame Arrow
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Ignite This effect causes flammable material to catch fire. If a creature ends their turn while in fire they take 1d6 burn damage.
Mana: 0
Range: 120 feet
You pull you arm back as if notching an arrow, causing a streak of fire to soar out to your target. Make a ranged spell attack against the target for 1d12 burn (Fire) damage.
On Critical Success: As success, but you double any damage dice.
On Success: You deal damage stated.
J 1 Burning Hands
Burning Hands
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ignite This effect causes flammable material to catch fire. If a creature ends their turn while in fire they take 1d6 burn damage.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 50
Range: Self ; Area: 15-foot cone
You hold your hand out towards your target causing flame to shoot out from it in a spread dealing 3d6 burn (Fire) damage.
Heightened
Damage increases by 2d6 per level.
J 1 Flame Barrier
Flame Barrier
Mana: 50
Range: Self
Your barrier emanates heat that flares as it takes damage. Whenever a creature hits you with a melee attack they take 5 burn (Fire) damage. The effect lasts until the end of the spell's duration or your barrier is shattered.
J 1 Searing Strike
Searing Strike
Traits:
Augment This effect modifies another action. One action can only be modified by one augment effect. If a creature has multiple augments active upon them, they must choose which augment affects their action they wish to augment. Once an augment is used on an action the augment is expended.
Ignite This effect causes flammable material to catch fire. If a creature ends their turn while in fire they take 1d6 burn damage.
Mana: 50
Range: Self
You augment a strike to flares with white-hot intensity. When you successfully make a Strike you may expend this augment to deal an extra 1d10 burn (Fire) damage.
J 2 Fire Burst
Fire Burst
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 200
Range: Self ; Area: 10-foot-radius
You cause fire to release around you, dealing 5d6 burn (fire) damage to those close to you.
Heightened
Damage increases by 2d6 per level.
J 2 Fireball
Fireball
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ignite This effect causes flammable material to catch fire. If a creature ends their turn while in fire they take 1d6 burn damage.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 200
Range: 150 feet ; Area: 10-foot-radius sphere
You launch a small ball of fire at a point away from you which then explodes into a huge burst of flame for 4d6 burn (Fire) damage.
Heightened
Damage increases by 2d6 per level.
J 2 Flame Pyre
Flame Pyre
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 200
Range: 60 feet
When you cast the spell, choose a point you can see within range. A pillar of flame erupts from the point you specify. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 2d12 burn (Fire) damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down energy in this way again, targeting any point within range.
Heightened
Increase the damage by 1d12 per slot level above 3rd.
J 2 Jet
Jet
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: Self
Using a concentrated burst of fire beneath the user’s feet and hands, the spellcaster is able to achieve flight. You gain a 40 feet fly speed.
J 2 Rolling Fire
Rolling Fire
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ignite This effect causes flammable material to catch fire. If a creature ends their turn while in fire they take 1d6 burn damage.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 200
Range: Self ; Area: 50 feet long, 5 feet wide, and 5 feet high line
Fire rises from the ground and rolls out in a line in a direction you choose dealing 6d8 burn (Fire) damage.
Heightened
Increase the damage by 2d8 per level.
J 2 Wall of Fire
Wall of Fire
Traits:
Boundary This spell causes a wall to manifest at a point within range. The spell will always state the dimensions of the panels. When making the wall, each panel must be contiguous with at least one other panel. The wall can have any shape you desire. The wall doesn’t need to be vertical or rest on any firm foundation. However, it must be supported by existing solid material.
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 120 feet
You raise a blazing wall that burns creatures passing through it that deals 4d8 burn (Fire) damage. You can make the wall up of ten 5 feet long, 15 feet high, and 1 foot thick sections. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. Everything on each side of the wall is concealed from creatures on the opposite side.
Heightened
Damage increases by 2d8 per level.
J 4 Fireblast
Fireblast
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ignite This effect causes flammable material to catch fire. If a creature ends their turn while in fire they take 1d6 burn damage.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 500
Range: 150 feet ; Area: 20-foot-radius sphere
A streak of flame arcs away from your finger tip to a point away from you which then explodes into an enormous burst of flame, dealing 6d6 burn (Fire) damage.
Heightened
Damage increases by 4d6 per level.
J 4 Flame Whirl
Flame Whirl
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Vortex This feature is always a part of an area effect. The effect will always attempt to restrain those within its area. If it successfully restrains a creature, at the start of the creature's turn the vortex will act on the creature as determined by the effect. A restrained creature may use the Break Free or Escape Artist action against the effect's DC to escape the vortex. Many vortexes have additional effects that may trigger on a creature's escape.
Mana: 500
Range: 300 feet ; Area: 5 foot radius and 30 feet high cylinder
You create a whirling pilar of flame that deals 4d6 burn (Fire) damage. When a creature starts its turn while caught in the vortex, the creature is pulled 5 feet upwards and 5 feet towards the center of the whirlwind. When a creature escapes from the vortex, they are hurled 3d6 × 10 feet away from it in a random direction.
On Success: The target creature is caught in the vortex and restrained for 1 round.
J 5 Flame Cyclone
Flame Cyclone
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Vortex This feature is always a part of an area effect. The effect will always attempt to restrain those within its area. If it successfully restrains a creature, at the start of the creature's turn the vortex will act on the creature as determined by the effect. A restrained creature may use the Break Free or Escape Artist action against the effect's DC to escape the vortex. Many vortexes have additional effects that may trigger on a creature's escape.
Mana: 650
Range: 300 feet ; Area: 15 foot radius and 30 feet high cylinder
You spin fire into a vortex that deals 8d6 burn (Fire) damage. When a creature starts its turn while caught in the vortex, the creature is pulled 5 feet upwards and 5 feet towards the center of the whirlwind. A creature caught in a vortex moves with the vortex. When a creature escapes from the vortex, they are hurled 3d6 × 10 feet away from it in a random direction. Until the spell ends, you can use your action to move the vortex up to 30 feet in any direction along the ground. The vortex sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
 
y
Glass
Mods
J   Glass
  Pw   Branch Spell List
J 1 Quickcraft: Glass
Quickcraft: Glass
Traits:
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 0
Range: Self
You create up to 10 motes of ethereal glass. You may use this glass to craft an object component and immediately make 100 points of progress. This is all done with the casting of this spell. If you cast this spell again, any material you made with previous castings are immediately destroyed.
Heightened
This spell can instead create tempered glass at power 2 and fireglass at power 3.
J 1 Dust Glass
Dust Glass
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Dust This feature targets an object with the intention of breaking down its material components into dust. If the object has multiple component materials, you can only affect the components that match the material you are dusting. When attempting to dust an object you typically can only target materials in your effective area on the surface and up to 1 inch deep unless otherwise noted. When attacking an object you target the object's AC or the wearer's AC, whichever is higher.
Mana: 5
Range: Touch ; Area: Up to a 5-foot square
You break down glass into dust. The target area must contain non-complex fire aspected material. Make a melee spell attack against the target dealing 2d12 + Spellcasting Ability Modifier tension damage.
Heightened
Damage increases by 2d12 per level.
J 1 Shape Glass
Shape Glass
Mana: 10
Range: Self
You can manipulate transparent, non-complex, fire-aspected dust to craft objects. You take the Shape Glass action to increase progress of a component made with this material.
J 1 Create Glass
Create Glass
Traits:
Boundary This spell causes a wall to manifest at a point within range. The spell will always state the dimensions of the panels. When making the wall, each panel must be contiguous with at least one other panel. The wall can have any shape you desire. The wall doesn’t need to be vertical or rest on any firm foundation. However, it must be supported by existing solid material.
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: 50 feet
You create up to 60 motes of ethereal glass dust that you can use to create a wall. The wall is 2 inches thick and is composed of five 5-foot-by-5-foot panels. Each panel has an AC of 10, a damage threshold of 5, and 2 HB.
Heightened
Motes created increase by 20 and the number of wall panels increase by 4 per level. Optionally, you may instead create tempered, a magically reinforced glass material. Each mapla panel has an AC of 12, a damage threshold of 10, and 1 HB.
J 1 Glass Burst
Glass Burst
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 50
Range: Self ; Area: 5-foot-radius
You surround yourself with pieces of glass then send them flying away from you, dealing 3d6 rending (fire) damage to those beside you.
Heightened
Damage increases by 2d6 per level.
J 1 Glass Slasher
Glass Slasher
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 50
Range: Self ; Area: 25-foot cone
Daggers of glass fly out from your outstretched hand, dealing 2d8 stab (Fire) damage.
Heightened
Damage increases by 2d8 per level.
J 2 Glass Surge
Glass Surge
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 200
Range: Self ; Area: 60 feet long, 20 feet wide, and 5 feet high line
Shaprened glass flies from your outstretched hand in a direction you choose dealing 5d8 rending (FIre) damage.
Heightened
Increase the damage by 2d8 per level.
J 3 Dust Fireglass
Dust Fireglass
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Dust This feature targets an object with the intention of breaking down its material components into dust. If the object has multiple component materials, you can only affect the components that match the material you are dusting. When attempting to dust an object you typically can only target materials in your effective area on the surface and up to 1 inch deep unless otherwise noted. When attacking an object you target the object's AC or the wearer's AC, whichever is higher.
Mana: 35
Range: Touch ; Area: Up to a 5-foot square
You can break down fireglass dust or rubrumium dust to craft objects. Make a melee spell attack against the target dealing 3d12 + Spellcasting Ability Modifier tension damage.
Heightened
Damage increases by 1d12 per level.
J 3 Shape Fireglass
Shape Fireglass
Mana: 70
Range: Touch
You can manipulate fireglass dust or rubrumium dust to craft objects. You take the Shape Glass action to increase progress of a component made with this material.
J 3 Create Fireglass
Create Fireglass
Traits:
Boundary This spell causes a wall to manifest at a point within range. The spell will always state the dimensions of the panels. When making the wall, each panel must be contiguous with at least one other panel. The wall can have any shape you desire. The wall doesn’t need to be vertical or rest on any firm foundation. However, it must be supported by existing solid material.
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 350
Range: 50 feet
You create up to 60 motes of ethereal fireglass dust that you can use to create a wall. The wall is 2 inches thick and is composed of five 5-foot-by-5-foot panels. Each panel has an AC of 13, a damage threshold of 12, and 2 HB.
Heightened
Motes created increase by 30 and the number of wall panels increase by 2 per level. Optionally, you may instead create rubrumium, a magically reinforced fireglass material. Each rubrumium panel has an AC of 16, a damage threshold of 28, and 4 HB.
J 4 Dust Adamantine
Dust Adamantine
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Dust This feature targets an object with the intention of breaking down its material components into dust. If the object has multiple component materials, you can only affect the components that match the material you are dusting. When attempting to dust an object you typically can only target materials in your effective area on the surface and up to 1 inch deep unless otherwise noted. When attacking an object you target the object's AC or the wearer's AC, whichever is higher.
Mana: 50
Range: Touch ; Area: Up to a 5-foot square
You can break down adamantine dust to craft objects. Make a melee spell attack against the target dealing 4d12 + Spellcasting Ability Modifier tension damage.
Heightened
Damage increases by 2d12 per level.
J 4 Shape Adamantine
Shape Adamantine
Mana: 100
Range: Touch
You can manipulate adamantine dust to craft objects. You take the Shape Earth action to increase progress of a component made with this material.
J 4 Create Adamantine
Create Adamantine
Traits:
Boundary This spell causes a wall to manifest at a point within range. The spell will always state the dimensions of the panels. When making the wall, each panel must be contiguous with at least one other panel. The wall can have any shape you desire. The wall doesn’t need to be vertical or rest on any firm foundation. However, it must be supported by existing solid material.
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 500
Range: 50 feet
You create up to 50 motes of ethereal adamantine dust that you can use to create a wall. The wall is 1 inch thick and is composed of five 5-foot-by-5-foot panels. Each panel has an AC of 17, a damage threshold of 22, and 2 HB.
Heightened
Motes created increase by 30 and the number of wall panels increase by 2 per level.
J 4 Storm of Glass
Storm of Glass
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 500
Range: 120 feet ; Area: 30-foot-radius, 40-foot-high cylinder
Above the spell area forms thousands of sharpened glass that rain down for 15d6 rending (Fire) damage.
Heightened
Increase the damage by 8d6 per level.
 
y
Light
Mods
J   Light
  Pw   Branch Spell List
J 1 Dancing Lights
Dancing Lights
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Mana: 0
Range: 120 feet
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. Each light sheds bright light in a 10-foot radius and dim light for an additional 20 feet. As an action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 50 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
J 1 Light Blindness
Light Blindness
Traits:
Cloak This spell cloaks the creature with magic in some way. While under the effects of a cloak spell, a creature can only take actions that have the move trait or are specializations of the Insight or Perception skill. Taking any other action, or being damaged, will end the effects of the cloak spell.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: Self
Light around you begins to waver as you become invisible. As long as the caster remains in a source of light they remain invisible until the spell ends. Anything the caster is wearing or carrying is invisible as long as it is on the target’s person. If the caster moves from the square they occupy, anyone within line of sight can make a perception check at disadvantage vs. your stealth check to see your true form, ending the invisibility effect for them.
J 1 Mirage
Mirage
Traits:
Illusion This spell creates an illusion to hide what is truly there. Actively examining the illusion with an Investigation (Analyze) check grants a creature a Wisdom saving throw against the caster's spellcasting DC. But on spellcaster's success, it concludes that the illusion is the genuine article.
Mana: 50
Range: 60 feet ; Area: 15-foot-cube
You create a duplicate of an image of an object, a creature, or some other visible phenomenon that fits within the area. The image must be a duplicate of another image within range. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
J 1 Shadow Walk
Shadow Walk
Traits:
Cloak This spell cloaks the creature with magic in some way. While under the effects of a cloak spell, a creature can only take actions that have the move trait or are specializations of the Insight or Perception skill. Taking any other action, or being damaged, will end the effects of the cloak spell.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: Self
Your form begins to waver while you're in the shadow soon after disappearing from sight. As long as the target remains in dim or darker light the target become invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.
J 2 Flashing Blade
Flashing Blade
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Mana: 250
Your attack flares with bright light. Make a melee Strike, dealing an extra 3d8 burn (Fire) damage and the creature is blinded until the end of your next turn. The creature may make a Constitution saving throw at the end of their turn to remove the effect. This counts as two attacks when calculating your multiple attack penalty.
J 2 Burning Light
Burning Light
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 120 feet ; Area: 5-foot-radius, 40-foot-high cylinder
A beam of bright, burning light shines down into an area, dealing 2d10 burn (Fire) damage.
Heightened
Damage increases by 2d10 per level.
J 2 Darkvision
Darkvision
Mana: 200
Range: Self
Your eyes adjust to the absence of light allowing the caster to see in darkness out to a 60 foot range.
Heightened
Increase the range of darkvision by 30 feet per slot level above 1st.
J 2 Flash
Flash
Mana: 200
Range: 90 feet ; Area: 15-foot-radius sphere
This spell creates a blinding flash of light. The effect is determined by the target's save.
On Critical Success: The target creature is blinded for 1 minute.
On Success: The target creature is blinded for 1 minute. The creature may make a Constitution saving throw at the end of their turn to remove the effect.
J 2 Shimmer
Shimmer
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 30 feet ; Targets: One target creature
Light bends around your target creating a shimmering effect. For the duration, any creature has disadvantage on attack rolls against the target. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight.
J 4 Dawn
Dawn
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 500
Range: 60 feet ; Area: 30-foot-radius, 40-foot-high cylinder
The light of dawn shines down at your command. This effect deals 6d10 burn (Fire) damage. Creatures are blinded while in the area of the spell.
Heightened
Damage increases by 3d10 per level.
J 4 Sunbeam
Sunbeam
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 500
Range: Self ; Area: 60 feet long, 5 feet wide, and 5 feet high line
A beam of brilliant light flashes out from your hand, dealing 12d10 burn (Fire) damage.
On Critical Success: The creature is blinded for 1 minute.
On Success: The creature is blinded for 1 minute. The creature may make a Constitution saving throw at the end of their turn to remove the effect.
Heightened
Increase the damage by 4d10 per level.
J 5 Sunburst
Sunburst
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 650
Range: 150 feet ; Area: 40-foot-radius sphere
A small orb of light is released from your palm and explodes with brilliant sunlight at your command. This light burns creatures in the area for 10d6 burn (Fire) damage and may blind them. A creature blinded by this spell makes another saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area.
On Success: The target creature is blinded for 1 minute.
Heightened
Damage increases by 4d6 per level.
 
y
Soul
Mods
J   Soul
  Pw   Branch Spell List
J 1 Passive Mending
Passive Mending
Mana: 0
Range: Touch ; Targets: One target creature
You lay your hands on an injured creature and release small and consistent amounts of healing mana. After 10 minutes of healing, choose an injury on the target. That injury's hp damage is removed and the injury shifts to its recovery state.
J 1 Resistance
Resistance
Mana: 0
Range: Self
Once before the spell ends, the caster can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
J 1 Feather Step
Feather Step
Mana: 50
Range: Self
For the duration of this spell, you ignores the adverse movement effects of difficult terrain.
J 1 Fleet Footed
Fleet Footed
Mana: 50
Range: Self
You quicken your reflexes for the duration of the spell. You gain the quickened condition and can use the extra action each round only for the Stride action.
J 1 Leap
Leap
Mana: 50
Range: Self
Your legs surge with strength, ready to leap high and far. You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action.
J 1 Mend Injuries
Mend Injuries
Mana: 50
Range: Self
You create healing energies that heal your own injuries. Choose any of your own injuries to heal 2d10 + your spellcasting ability modifier damage. The injury then shifts to its healed state.
Heightened
Healing increases by 1d10 per level.
J 1 Unencumbered
Unencumbered
Mana: 50
Range: Self
The caster bolsters their own ability to handle and carry objects. The caster's encumbrance maximums increase by 5 times their normal values.
J 2 Fast Climb
Fast Climb
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: Self
Using magic, you create anchors in your feet to lock yourself in place when climbing vertical walls. Until the spell ends, the caster gains a climbing speed equal to their movement speed and gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. In addition, you have advantage on checks against effects that push you.
J 2 Zephyr
Zephyr
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: Self
You move with a sprint. Until the spell ends, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force (fire) damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
J 3 Mend
Mend
Mana: 350
Range: Self
You concentrate on your injuries and imbue them with powerful healing energy. Choose up to three of your own injuries that are active or healed. All of their HP damage is removed and the injuries immediately shift to the Recovery state.
J 4 Purify
Purify
Mana: 500
Range: Self
You cleanse your body of debilitating effects. You can perform one of the following effects on yourself: • Remove all exhaustion penalties. • Remove any wound, trauma, or fracture type injuries in their recovery state. • Remove any single disease or poison.
J 4 Zephyr Strike
Zephyr Strike
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Mana: 500
Range: 30 feet ; Targets: Up to five target creatures
You enter a low stance then charge at your targets with great speed. Make a melee strike against each target. You then move to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. This movement does not provoke any opportunity attacks. This counts as three attacks when calculating your multiple attack penalty.
 
y
Smoke
Mods
J   Smoke
  Pw   Branch Spell List
J 2 Ashen Path
Ashen Path
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 10 feet ; Targets: Up to two target creatures
You grant the ability to breathe with ease air that is contaminated with ash, spores, smoke, dust, or the like. Target creatures suffers no ill effects from natural airborne irritants or contaminants and gains a +4 bonus on saving throws against magical effects that involve any of these contaminants. In addition, the creature can see through obscuring effects caused by dense ash, smoke, fog, or similar concealment up to a distance of 60 feet, although this spell does nothing to enhance sight in dark or shadowy conditions.
Heightened
Increase targets by 2 per level.
J 2 Ashen Veil
Ashen Veil
Mana: 200
Range: 60 feet
This spell causes a small cloud of searing, choking ash to appear around the face of the target. The creature must succeed at a Constitution saving throw or take 1d6 burn (Fire) damage and is blinded. The victim must make a new save against damage and blindness at the end of their turn for each round the spell persists. A moderate wind (11+ mph) disperses the ash cloud in 1 round.
J 2 Smoke Cloud
Smoke Cloud
Traits:
Cloud This spell creates a cloud made of solidified ether particles. The cloud spreads around corners, and its area is considered heavily obscured. It lasts for the duration of the spell or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 300 feet ; Area: 10-foot-radius sphere
A thick cloud of smoke forms and chokes those within. Any creature that is within the smoke has disadvantage on all strength and dexterity based checks and attack rolls.
J 3 Ashen Cloud
Ashen Cloud
Traits:
Cloud This spell creates a cloud made of solidified ether particles. The cloud spreads around corners, and its area is considered heavily obscured. It lasts for the duration of the spell or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 350
Range: 300 feet ; Area: 20-foot-radius sphere
A thick cloud of burning ash forms and chokes those within, dealing 4d6 burn (Fire) damage. Any creature that is within the smoke has disadvantage on all strength and dexterity based checks and attack rolls.
Heightened
Damage increases by 2d6 per level.
J 4 Solid Smoke
Solid Smoke
Traits:
Cloud This spell creates a cloud made of solidified ether particles. The cloud spreads around corners, and its area is considered heavily obscured. It lasts for the duration of the spell or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 500
Range: 300 feet ; Area: 30-foot-radius sphere
A thick cloud of smoke slows those within as the vapors restrict all movement. Any creature that is within the smoke has disadvantage on all strength and dexterity based checks and attack rolls. The area counts as difficult terrain. Unlike most clouds, solid smoke requires a severe wind (31+ mph) to disperses these vapors.
J 5 Incendiary Cloud
Incendiary Cloud
Traits:
Cloud This spell creates a cloud made of solidified ether particles. The cloud spreads around corners, and its area is considered heavily obscured. It lasts for the duration of the spell or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 650
Range: 150 feet ; Area: 20-foot-radius sphere
A swirling cloud of smoke shot through with white-hot embers appears where the caster desires, dealing 10d8 burn (Fire) damage. The cloud moves 10 feet in a direction that you choose at the start of each of your turns.
Heightened
Damage increases by 3d10 per level.
 
Advanced Branch. Requires Adept in Flame branch and Trained in Fluid branch.
y
Radiation
Mods
J   Radiation
  Pw   Branch Spell List
J 1 Remove Radiation
Remove Radiation
Mana: 0
Range: 5 feet
You remove all ongoing radiation effects in a 5 foot square within range. This includes staggered conditions caused by radiation damage.
J 1 Detect Radiation
Detect Radiation
Mana: 50
Range: Self
You detect radiation in the surrounding area. You see radioactive auras as a glowing green shimmer in the air that emanates from radioactive objects; the brighter and more intense the green, the more powerful the radioactivity. This glow does not provide illumination or allow you to see in darkness, apart from being able to see the glow itself. The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead blocks it—although radiation can seep into such barriers, causing them to become radioactive (and thus visible to the spell) in time.
J 2 Radiation Ward
Radiation Ward
Mana: 100
Range: Touch
A creature warded by this spell has advantage on saving throws against radiation-based effects. In addition, the warded creature is immediately aware when it enters an area of radiation, as well as the radiation level (low, medium, high, or severe) suffusing the area.
J 2 Defoliate
Defoliate
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Mana: 200
Range: Self ; Area: 30 feet long, 10 feet wide, and 5 feet high line
You extend your hand towards plantlife and cause it to wither and die. This effect removes the cover and concealment provided by trees and undergrowth, eliminates the movement penalties associated with undergrowth, and so forth. You may also target a wood aspected-material up to 5 square feet in size with this spell. You must succeed on a ranged touch attack to hit your target. An affected wood-aspected material takes 4d10 radiation (Fire) damage.
J 2 Diffuse
Diffuse
Mana: 200
Range: 90 feet
You remove moisture from a living creature. The target creature must make a Constitution saving throw. On failure, the target takes 1d10 radiation (Fire) damage and the creature is staggered (1) for 1 round. Radiation damage deals half damage to both barrier and hp when a barrier is active on a target. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
J 3 Irradiate
Irradiate
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 350
Range: 60 feet ; Area: 15-foot-radius, 20-foot-high cylinder
You irradiate an area to harm those within, dealing 2d10 radiation (Fire) damage. Radiation damage deals half damage to both barrier and hp when a barrier is active on a target.
On Success: The target creature is staggered (1) for 1 round.
J 4 Atrophy
Atrophy
Mana: 500
Range: 90 feet
You radiate heat around a target creature drying them out. The target creature must make a Constitution saving throw. On failure, the target takes 4d10 radiation (Fire) damage and the creature is staggered for 1 round. Radiation damage deals half damage to both barrier and hp when a barrier is active on a target. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
Heightened
Increase damage by 1d10 per slot level above 4th
J 5 Horrid Wilting
Horrid Wilting
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 650
Range: 300 feet ; Area: 20-foot-radius sphere
This spell evaporates moisture from the body of living creatures, causing flesh to wither, crack, and crumble to dust, causing 6d10 radiation (Fire) damage. Radiation damage is always halved, dealing damage to both barrier and hp when a barrier is active on a target. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
On Success: The target creature is staggered (1) for 1 round.
Heightened
Damage increases by 1d10 per level.
 
Advanced Branch. Requires Adept in Light branch and Trained in Toxin branch.
 
J Earth Branches
J   Earth Fundamental
  Pw   Branch Spell List
J 1 Create Stone
Create Stone
Traits:
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: 50 feet
You create up to 30 motes of ethereal granite dust.
Heightened
Motes created increase by 20 per level.
J 1 Longstrider
Longstrider
Mana: 50
Range: 10 feet ; Targets: Up to three target creatures
You enhance a creature's speed so that they may be quicker when sprinting. After 1 minute of running, targets gain 20 feet of movement until they stop striding.
J 1 Quake
Quake
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 50
Range: Self ; Area: 10-foot radius
You stomp your feet causing the ground to shake around you and dealing 2d6 force (Earth) damage.
On Success: The creature is knocked prone.
Heightened
Damage increases by 2d6 per level.
J 1 Restrain
Restrain
Mana: 50
Range: 60 feet ; Targets: One target creature
You weigh gravity down on a creature to prevent them from moving. The effect is determined by the target's save.
On Success: The target creature is restrained for 1 minute. The creature may make a Strength saving throw at the end of their turn to remove the effect.
J 1 Sand Blast
Sand Blast
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 50
Range: Self ; Area: 15-foot cone
You hold your hand out towards your target causing sand to shoot out from it in a spread dealing 2d6 force (Earth) damage.
On Success: The target is pushed 10 feet away from the caster.
Heightened
Damage increases by 2d6 per level.
 
y
Rock
Mods
J   Rock
  Pw   Branch Spell List
J 1 Quickcraft: Earth
Quickcraft: Earth
Traits:
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 0
Range: Self
You create up to 10 motes of ethereal granite. You may use this glass to craft an object component and immediately make 100 points of progress. This is all done with the casting of this spell. If you cast this spell again, any material you made with previous castings are immediately destroyed.
Heightened
This spell can instead create crystal at power 2 and crystala at power 3.
J 1 Rock Bullets
Rock Bullets
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Mana: 0
Range: 90 feet
Small rocks raise before you then fire out in a volley towards your target. Make a ranged spell attack against the target for 1d12 force (Earth) damage.
On Critical Success: As success, but you double any damage dice.
On Success: You deal damage stated.
J 1 Dust Earth
Dust Earth
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Dust This feature targets an object with the intention of breaking down its material components into dust. If the object has multiple component materials, you can only affect the components that match the material you are dusting. When attempting to dust an object you typically can only target materials in your effective area on the surface and up to 1 inch deep unless otherwise noted. When attacking an object you target the object's AC or the wearer's AC, whichever is higher.
Mana: 5
Range: Touch ; Area: Up to a 5-foot square
You break down earth into dust. The target area must contain non-complex earth aspected material. Make a melee spell attack against the target dealing 2d12 + Spellcasting Ability Modifier tension damage.
Heightened
Damage increases by 2d12 per level.
J 1 Shape Earth
Shape Earth
Mana: 10
Range: Self
You can manipulate non-complex, earth-aspected dust to craft objects. You take the Shape Earth action to increase progress of a component made with this material.
J 1 Rock Cover
Rock Cover
Mana: 100
Range: Self
You raise the earth between you and the attack. You gain a +5 bonus to AC against the triggering attack.
J 1 Create Crystal
Create Crystal
Traits:
Boundary This spell causes a wall to manifest at a point within range. The spell will always state the dimensions of the panels. When making the wall, each panel must be contiguous with at least one other panel. The wall can have any shape you desire. The wall doesn’t need to be vertical or rest on any firm foundation. However, it must be supported by existing solid material.
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: 50 feet
You create up to 60 motes of ethereal glass dust that you can use to create a wall. The wall is 1 inch thick and is composed of three 5-foot-by-5-foot panels. Each panel has an AC of 14, a damage threshold of 14, and 2 HB.
Heightened
Motes created increase by 30 and the number of wall panels increase by 2 per level. Optionally, you may instead create crystala, a magically reinforced crystal material. Each crystala panel has an AC of 15, a damage threshold of 16, and 2 HB.
J 1 Earth Guise
Earth Guise
Traits:
Cloak This spell cloaks the creature with magic in some way. While under the effects of a cloak spell, a creature can only take actions that have the move trait or are specializations of the Insight or Perception skill. Taking any other action, or being damaged, will end the effects of the cloak spell.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: Touch
You and up to two target creatures become covered in rock that matches the terrain. As long as all creatures remain in an earthen area, they gain a +4 bonus to stealth checks.
J 1 Stone Shower
Stone Shower
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 50
Range: Self ; Area: 20-foot cone
Pieces of earth blast out from you causing 2d8 force (Earth) damage.
Heightened
Damage increases by 2d8 per level.
J 2 Excavate
Excavate
Traits:
Dust This feature targets an object with the intention of breaking down its material components into dust. If the object has multiple component materials, you can only affect the components that match the material you are dusting. When attempting to dust an object you typically can only target materials in your effective area on the surface and up to 1 inch deep unless otherwise noted. When attacking an object you target the object's AC or the wearer's AC, whichever is higher.
Mana: 200
Range: Touch ; Area: 5-foot-radius, 10-foot-deep cylinder
You cause the earth to part and create a trench. You touch loose dirt within an area and crush it into dust. You may then immediately move the dust up to 10 feet in another direction or destroy it completely.
J 2 Stalagmite
Stalagmite
Traits:
Platform This spell creates a platform that raises out from a solid surface within range. The spell will always state the dimensions of the platform. If the platform deals damage to creatures the platform can always be slowed to instead deal no damage. If a platform is prevented from reaching its full height because of a ceiling or other obstacle, any creature on the platform takes 3d6 bludgeoning damage and is restrained, pinched between the platform and the obstacle. The creature can use the Break Free or Escape Artist action against the spellcaster's spellcasting DC.
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 120 feet
A pillar of granite erupts from the earth. The stalagmite fits inside of a 5 ft. square and grows to 15 ft in height. Creatures under the stalagmite when it is created may save or take 5d8 Stab (Earth) damage and raise to the top of the stalagmite.
On Critical Success: As success, but you double any damage dice.
On Success: You deal damage stated.
J 3 Rockslide
Rockslide
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 350
Range: 250 feet ; Area: 15-foot-radius, 40-foot-high cylinder
Rocks form above and fall for 4d10 force (Earth) damage, Rocks turn the area of effect into difficult terrain until the start of your next turn.
Heightened
Increase the damage by 3d10 per level.
J 5 Dust Obsidian
Dust Obsidian
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Dust This feature targets an object with the intention of breaking down its material components into dust. If the object has multiple component materials, you can only affect the components that match the material you are dusting. When attempting to dust an object you typically can only target materials in your effective area on the surface and up to 1 inch deep unless otherwise noted. When attacking an object you target the object's AC or the wearer's AC, whichever is higher.
Mana: 65
Range: Touch ; Area: Up to a 5-foot square
You can break down obsidian dust to craft objects. Make a melee spell attack against the target dealing 5d12 + Spellcasting Ability Modifier tension damage.
Heightened
Damage increases by 3d12 per level.
J 5 Shape Obsidian
Shape Obsidian
Mana: 130
Range: Touch
You can manipulate obsidian dust to craft objects. You take the Shape Earth action to increase progress of a component made with this material.
J 5 Create Obsidian
Create Obsidian
Traits:
Boundary This spell causes a wall to manifest at a point within range. The spell will always state the dimensions of the panels. When making the wall, each panel must be contiguous with at least one other panel. The wall can have any shape you desire. The wall doesn’t need to be vertical or rest on any firm foundation. However, it must be supported by existing solid material.
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 650
Range: 50 feet
You create up to 50 motes of ethereal obsidian dust that you can use to create a wall. The wall is 3 inches thick and is composed of two 5-foot-by-5-foot panels. Each panel has an AC of 21, a damage threshold of 45, and 9 HB.
Heightened
Motes created increase by 20 and the number of wall panels increase by 1 per level. Optionally, you may instead create white obsidian, a magically reinforced obsidian material. Each white obsidian panel has an AC of 21, a damage threshold of 45, and 8 HB.
 
y
Sand
Mods
J   Sand
  Pw   Branch Spell List
J 1 Sand Impact
Sand Impact
Traits:
Augment This effect modifies another action. One action can only be modified by one augment effect. If a creature has multiple augments active upon them, they must choose which augment affects their action they wish to augment. Once an augment is used on an action the augment is expended.
Mana: 50
Range: Self
You augment a strike to cause a burst of wind. When you successfully make a Strike you may expend this augment to add the following effects, determined by the target's save.
On Success: The target creature takes 2d6 force (Earth) damage, is pushed 10 feet away from you, and knocked prone.
J 2 Sand Barrier
Sand Barrier
Mana: 100
Range: Self
Sand stirs around you in a haze making you difficult to pinpoint. You have partial cover while this spell is active. The effect lasts until the end of the spell's duration or your barrier is shattered.
J 2 Sand Strike
Sand Strike
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Mana: 250
Your attack whips up sand at the enemy as you hit. Make a melee Strike, dealing an extra 2d10 rending (Earth) damage and the creature is blinded until the end of your next turn. The creature may make a Constitution saving throw at the end of their turn to remove the effect. This counts as two attacks when calculating your multiple attack penalty.
J 2 Part Sand
Part Sand
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 120 feet
You cause sand to shift out of your way in a 100-feet-by-10-feet line up to 50 feet deep at a point within range to move apart and create a trench. The trench extends across the spell’s area, and the separated sand forms a wall to either side. The trench remains until the spell ends. The element then slowly fills in the trench over the course of the next round until the normal level is restored.
J 2 Sand Tunnel
Sand Tunnel
Traits:
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: Self ; Area: 60 feet long, 20 feet wide, and 30 feet high line
A large wave of sand engulfs a large area away from you in one direction. The sand smothers flames and buries those it rolls over. As an action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
On Critical Success: The target is pushed 30 feet from the source and restrained. The creature can make a Strength saving throw at the end of their turn to break from the restrained condition.
On Success: The target is pushed 10 feet from the source and restrained. The creature can make a Strength saving throw at the end of their turn to break from the restrained condition.
On Failure: The target is pushed 10 feet from the source
On Critical Failure: The target is not pushed.
J 2 Sandman
Sandman
Mana: 200
Range: 60 feet ; Area: 15-foot-radius sphere
This spell whips sand around trying to blind creatures within its area. The effect is determined by the target's save.
On Critical Success: The target creature is blinded for 1 minute.
On Success: The target creature is blinded for 1 minute. The creature may make a Constitution saving throw at the end of their turn to remove the effect.
J 2 Sandstorm
Sandstorm
Traits:
Cloud This spell creates a cloud made of solidified ether particles. The cloud spreads around corners, and its area is considered heavily obscured. It lasts for the duration of the spell or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 120 feet ; Area: 20-foot-radius sphere
Whirling sand is formed then whips around in a large area, dealing 3d6 rending (Earth) damage. Creatures are blinded while in the affected area.
Heightened
Damage increases by 1d6 per level.
J 2 Wall of Sand
Wall of Sand
Traits:
Boundary This spell causes a wall to manifest at a point within range. The spell will always state the dimensions of the panels. When making the wall, each panel must be contiguous with at least one other panel. The wall can have any shape you desire. The wall doesn’t need to be vertical or rest on any firm foundation. However, it must be supported by existing solid material.
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 90 feet
You conjure up a wall of swirling sand on the ground that deals 2d8 rending (Earth) damage. You can make the wall up of six 5 feet long, 10 feet high, and 10 feet thick sections. Everything on each side of the wall is concealed from creatures on the opposite side. A creature is blinded while in the wall’s space and must spend 4 feet of movement for every 1 foot it moves there.
Heightened
Damage increases by 2d8 per level.
J 3 Quicksand
Quicksand
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Vortex This feature is always a part of an area effect. The effect will always attempt to restrain those within its area. If it successfully restrains a creature, at the start of the creature's turn the vortex will act on the creature as determined by the effect. A restrained creature may use the Break Free or Escape Artist action against the effect's DC to escape the vortex. Many vortexes have additional effects that may trigger on a creature's escape.
Mana: 350
Range: 90 feet ; Area: 20 foot radius and 20 feet deep cylinder
The target area requires a body of sand at least 40 feet square and 20 feet deep. You cause sand to become heavy and force those within to sink, dealing 4d6 rending (Earth) damage. When a creature starts its turn while caught in the vortex, the creature is pulled 5 feet downwards and risks suffocation by the sand.
On Success: The target creature is caught in the vortex and restrained for 1 round.
J 5 Antlion Pit
Antlion Pit
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Vortex This feature is always a part of an area effect. The effect will always attempt to restrain those within its area. If it successfully restrains a creature, at the start of the creature's turn the vortex will act on the creature as determined by the effect. A restrained creature may use the Break Free or Escape Artist action against the effect's DC to escape the vortex. Many vortexes have additional effects that may trigger on a creature's escape.
Mana: 650
Range: 90 feet ; Area: 10 foot radius and 20 feet deep cylinder
A swirling sand vortex forms that deals 6d8 rending (Earth) damage. If the vortex is formed in sand its radius increases to 25 feet. When a creature starts its turn while caught in the vortex, the creature is pulled 5 feet downward, and 5 feet towards the centre of the vortex and risks suffocation. Until the spell ends, you can use your action to move the vortex up to 30 feet in any direction along the ground. The vortex sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. The pit is considered difficult terrain for those within and the area is considered lightly obscured.
 
y
Power
Mods
J   Power
  Pw   Branch Spell List
J 1 Grasp
Grasp
Mana: 0
Range: Self
Trigger: When you critically fail a Climb check and start falling.
You can immediately attempt another Athletics (Climb) check at a –2 penalty. If successful, you don’t fall, but you don’t progress at climbing.
J 1 Ascent
Ascent
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: Touch ; Targets: Up to two target creatures
You imbue a creature with greater jumping power. When targets take the long jump or high jump action action their leap distance is doubled.
Heightened
Increase targets by 2 per level.
J 1 Fleet Step
Fleet Step
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: 30 feet ; Targets: One target creature
You grant the target a +10 feet bonus to speed.
Heightened
Increase targets by 2 per level.
J 1 Lift
Lift
Mana: 50
Range: Touch ; Targets: Up to three target creatures
The caster bolsters the lift capacity of those they touch. Targets of this spell have their encumbrance maximums increase by 4 times their normal values for the duration of the spell.
J 2 Group Climb
Group Climb
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 30 feet ; Targets: Up to three target creatures
Extending magic outward to others, you allow them to stick to vertical walls. Until the spell ends, targets gain a climbing speed equal to 15 feet and can move up, down, and across vertical surfaces while leaving its hands free.
Heightened
Increase targets by 2 per level.
J 2 Reposition
Reposition
Mana: 200
Range: 60 feet ; Targets: Up to three target creatures
You command magic to hasten your allies. Each target may immediately take one action to either step or stride.
J 3 Embolden
Embolden
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 350
Range: Touch ; Targets: One target creature
You bolster the target's physical capabilities. The target gains a +2 bonus to all Strength, Dexterity, and Constitution based attack rolls, saving throws, and skill checks.
Heightened
Increase bonuses by +1 per level.
J 3 Nimble Dodge
Nimble Dodge
Mana: 350
Range: 30 feet ; Targets: One target creature
You improve a target's reflexes. The creature gains a +4 bonus to Dexterity saving throws until the start of your next turn.
J 3 Overcome
Overcome
Mana: 350
Range: 30 feet ; Targets: One target creature
You give a creature the strength to overcome. The creature gains a +4 bonus to Strength saving throws until the start of your next turn.
J 4 Foresight
Foresight
Traits:
Renitence Actions with this trait typically cause some kind of debilitating effect that becomes ineffective if used frequently. Creatures cannot be targetted by this action for 1 minute after they have been targetted by this action.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 550
Range: 30 feet ; Targets: Up to three target creatures
You bolster a creature's focus to allow them to read movements more clearly. The first time each target makes an attack roll or skill check, they roll with advantage.
 
y
Gravity
Mods
J   Gravity
  Pw   Branch Spell List
J 1 Root
Root
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: 30 feet ; Targets: One target creature
You compel forces to weigh you down when being forced away from their position. Whenever the target fails a check to resist being pushed, they may attempt the check again in order to resist the forced movement effects of the check. Anything else associated with the effects like damage still apply.
Heightened
Increase targets by 2 per level.
J 1 Subdue
Subdue
Traits:
Renitence Actions with this trait typically cause some kind of debilitating effect that becomes ineffective if used frequently. Creatures cannot be targetted by this action for 1 minute after they have been targetted by this action.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: 60 feet ; Targets: One target creature
One chosen target within range becomes more sluggish as gravity has a greater effect on them. The effect is determined by the target's save.
On Success: The target creature is staggered (1) and slowed for 1 minute. The creature may make a Strength saving throw at the end of their turn to remove both effects.
On Failure: The target creature is staggered (1) until the end of their turn.
On Critical Failure: No effect.
J 2 Earthbind
Earthbind
Mana: 150
Range: 60 feet
You create forces to lock creatures to the ground. The effect is determined by the target's save.
On Critical Success: The target creature's flying speed (if any) is reduced to 0 feet for 1 minute.
J 2 Alleviate
Alleviate
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Mana: 200
Range: 30 feet ; Area: 100-foot-cube
You decrease the effects of gravity within an area. When a creature in the area makes a vertical jump, the creature can jump up to 30 feet higher than normal. Creatures that end a fall within the area take only half damage from the fall.
J 2 Encumber
Encumber
Traits:
Renitence Actions with this trait typically cause some kind of debilitating effect that becomes ineffective if used frequently. Creatures cannot be targetted by this action for 1 minute after they have been targetted by this action.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 120 feet ; Targets: Up to three target creatures
The target becomes more sluggish as gravity has a greater effect on the targets. The effect is determined by the target's save.
On Critical Success: The target creature is staggered (2) and slowed for 1 minute. The creature may make a Strength saving throw at the end of their turn to remove both effects.
On Success: The target creature is staggered (1) and slowed for 1 minute. The creature may make a Strength saving throw at the end of their turn to remove both effects.
On Failure: The target creature is staggered (1) until the end of their turn.
On Critical Failure: No effect.
Heightened
Increase targets by 2 per level.
J 2 Heavy Blade
Heavy Blade
Traits:
Augment This effect modifies another action. One action can only be modified by one augment effect. If a creature has multiple augments active upon them, they must choose which augment affects their action they wish to augment. Once an augment is used on an action the augment is expended.
Renitence Actions with this trait typically cause some kind of debilitating effect that becomes ineffective if used frequently. Creatures cannot be targetted by this action for 1 minute after they have been targetted by this action.
Mana: 200
Range: Self
You augment a strike to bear down additional weight and force a foe to their knees. When you successfully make a Strike you may expend this augment to affect the target with heavy. Heavy lasts up to 1 minute, restrains and knocks prone creatures under its effects. At the start of an affected creature's turn, they may make a Strength save against the spellcaster's DC to end the effects.
J 2 Unburden
Unburden
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 30 feet ; Targets: One target creature
The target becomes more nimble as gravity has a reduced effect on the target. It gains the quickened condition and can use the extra action each round only for Strike and Stride actions. The creature's weight is halved.
J 3 Weight
Weight
Traits:
Renitence Actions with this trait typically cause some kind of debilitating effect that becomes ineffective if used frequently. Creatures cannot be targetted by this action for 1 minute after they have been targetted by this action.
Mana: 350
Range: 60 feet ; Targets: Up to three target creatures
As you finish casting your spell you heavily force gravity down on your targets. The effect is determined by the target's save.
On Success: The target creature is knocked prone and is restrained for 1 minute. The creature may use an action to make a Strength saving throw to remove the effect.
On Failure: The target creature is knocked prone and restrained until the start of their turn.
On Critical Failure: No effect.
Heightened
Increase targets by 2 per level.
J 4 Pressure
Pressure
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Mana: 500
Range: 100 feet ; Area: 30-foot-cube
You increase the effects of gravity within an area. The area is considered difficult terrain.
On Success: The target is restrained. The creature can make a Strength saving throw at the end of their turn to break from the restrained condition.
J 4 Zero Gravity
Zero Gravity
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Mana: 500
Range: 120 feet ; Area: 20-foot radius, 40-foot-tall cylinder
You negate gravity's effects in the area. Creatures float in place unless they can Push Off a surface. Pushing Off is a single action which has the move trait, allowing the creature to move half its Speed in a straight line through the area. After Pushing Off a surface, the creature continues to move the same distance at the start of each of its turns until it leaves the area or Pushes Off against something else. A creature pushing against an untethered object of its size or smaller causes both the creature and the object to move at the same speed, but in opposite directions. Creatures who can levitate or fly can use those abilities to move around in the area without having to push off anything. Creatures who can't levitate or fly are usually on the ground, giving them a surface from which to push off.
J 5 Reverse Gravity
Reverse Gravity
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Mana: 650
Range: 120 feet ; Area: 20-foot radius, 40-foot-tall cylinder
You reverse gravity in the area. Creatures and objects that aren't secured to the ground immediately fall upward to the top of the area. A creature might be able to Grab an Edge to arrest its fall if it falls past an appropriate surface. If a creature falls against a solid object (such as a ceiling), it takes the appropriate amount of falling damage and lands on the surface. Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed gravity. The creature can move along the plane where the two forms of gravity meet. Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity. When reverse gravity ends, all creatures and objects caught in the area fall back down. Likewise, anything that moves beyond the spell's area is subjected to normal gravity again.
 
y
Shadow
Mods
J   Shadow
  Pw   Branch Spell List
J 1 Dancing Darkness
Dancing Darkness
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Mana: 0
Range: 120 feet
You create up to four torch-sized spheres of darkness within range. Each sphere lightly obscures its area in a 10-foot radius. As an action on your turn, you can move the spheres up to 60 feet to a new spot within range. A sphere must be within 50 feet of another sphere created by this spell, and a sphere winks out if it exceeds the spell’s range.
J 1 Shadow Steps
Shadow Steps
Traits:
Cloak This spell cloaks the creature with magic in some way. While under the effects of a cloak spell, a creature can only take actions that have the move trait or are specializations of the Insight or Perception skill. Taking any other action, or being damaged, will end the effects of the cloak spell.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: Self
Your form begins to waver while you're in the shadow soon after disappearing from sight. As long as the target remains in dim or darker light the target become invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.
J 2 Cloud of Shadow
Cloud of Shadow
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: Self
A veil of shadows radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) is heavily obscurred.
J 2 Clouded Eyes
Clouded Eyes
Traits:
Renitence Actions with this trait typically cause some kind of debilitating effect that becomes ineffective if used frequently. Creatures cannot be targetted by this action for 1 minute after they have been targetted by this action.
Mana: 200
Range: 120 feet ; Targets: One target creature
You point at a creature causing magical darkness to shroud their eyes. The effect is determined by the target's save.
On Critical Success: The target creature is blinded for 1 hour.
On Success: The target creature is blinded for 1 minute.
On Failure: The target creature is blinded until the start of their turn
On Critical Failure: No effect.
J 2 Darkness
Darkness
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Mana: 200
Range: 60 feet ; Area: 15-foot-radius sphere
Magical darkness spreads around a point you designate. The darkness spreads around corners. Nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of power 2 or lower, the spell that created the light is dispelled.
J 2 Darksight
Darksight
Mana: 200
Range: Self
Your eyes adjust to the absence of light allowing the caster to see in darkness out to a 120 foot range.
Heightened
Increase the range of darkvision by 30 feet per slot level above 1st.
J 3 Deeper Darkness
Deeper Darkness
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Mana: 350
Range: 60 feet ; Area: 30-foot-radius sphere
Magical darkness spreads around a point you designate. The darkness spreads around corners. Nonmagical light can’t illuminate it. Creatures with darkvision cannot see within the spell's confines. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of power 3 or lower, the spell that created the light is dispelled.
J 4 Shadow Stalker
Shadow Stalker
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 500
Range: Self
Your form blends into the shadows. As long as the caster remains in dim or darker light the caster become invisible until the spell ends. Anything the caster is wearing or carrying is invisible as long as it is on the caster's person.
 
Advanced Branch. Requires Adept in Rock branch and Trained in Light branch.
y
Tremor
Mods
J   Tremor
  Pw   Branch Spell List
J 1 Trip
Trip
Mana: 0
Range: 5 feet
You create a small tremor with the stomp of your feet. Choose one creture within range. That creature must make a Dexterity saving throw. On failure, the target is knocked prone.
J 2 Burrow
Burrow
Mana: 200
Range: Self
You move earth around you so that you can easily traverse through it. The caster gains a 15 feet burrow speed.
J 2 Erupting Earth
Erupting Earth
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Ignite This effect causes flammable material to catch fire. If a creature ends their turn while in fire they take 1d6 burn damage.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 120 feet ; Area: 20-foot cube
A fountain of churned earth and stone erupts dealing 2d12 force (Earth) damage. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
Heightened
Damage increases by 2d12 per level.
J 2 Seism
Seism
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 200
Range: 60 feet ; Area: 10-foot radius area
You cause a tremor in the ground that deals 4d6 force (Earth) damage. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
On Success: The creature is knocked prone.
Heightened
Damage increases by 2d6 per level.
J 2 Tremorsense
Tremorsense
Mana: 200
Range: Self
You attune yourself to the subtle fluctuations in the ground around you. For the duration of the spell the caster can automatically pinpoint the location of anything that is in contact with the ground out to 60 feet.
J 4 Eruption
Eruption
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 500
Range: 120 feet ; Area: 20 foot square area
A fountain of lava and stone erupts in the area, dealing 6d12 burn (Earth) damage. The area is considered difficult terrain.
Heightened
Damage increases by 3d12 per level.
J 4 Greater Tremorsense
Greater Tremorsense
Mana: 500
Range: Self
You attune yourself to the subtle fluctuations in the ground around you. The caster can automatically pinpoint the location, shape, and size of anything that is in contact with the ground out to 300 feet.
J 5 Earthquake
Earthquake
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 650
Range: 500 feet ; Area: 60-foot radius area
You shake the ground, topple creatures into fissures, and collapse structures. The ground is difficult terrain while the spell is active. Fissures open up beneath creatures on the ground, dealing 3d10 force (Earth) damage. These fissures are permanent. Structures and ceilings might collapse. This spell deals 3d10 tension damage to structures in the area. If the damage can break through the structure's HB, the structure collapses. Each creature caught in a collapse must save. A collapse deals 11d6 bludgeoning damage.
On Critical Success: The creature falls into a 40-foot-deep fissures that opened beneath it and lands prone.
On Success: The creature falls into a 40-foot-deep fissures that opened beneath it.
 
Advanced Branch. Requires Adept in Gravity branch and Trained in Rock branch.
 
J Metal Branches
J   Metal Fundamental
  Pw   Branch Spell List
J 1 Bleed
Bleed
Mana: 0
Range: Touch
You cause a living creature that is below or at 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has 0 or fewer hit points. That creature begins dying. The creature can be stabilized later normally.
J 1 Create Iron
Create Iron
Traits:
Boundary This spell causes a wall to manifest at a point within range. The spell will always state the dimensions of the panels. When making the wall, each panel must be contiguous with at least one other panel. The wall can have any shape you desire. The wall doesn’t need to be vertical or rest on any firm foundation. However, it must be supported by existing solid material.
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: Touch
You create up to 20 motes of ethereal iron dust that you can use to create a wall. The wall is 1 inch thick and is composed of three 5-foot-by-5-foot panels. Each panel has an AC of 15, a damage threshold of 13, and 1 HB.
Heightened
Motes created increase by 20 and the number of wall panels increase by 2 per level.
J 1 Ether Barrier
Ether Barrier
Mana: 50
Range: Self
You connect your barrier with a slight amount of ether. At the start of your turn you heal 1d6 barrier. The effect lasts until the end of the spell's duration or your barrier is shattered.
J 1 Lightning Burst
Lightning Burst
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 50
Range: Self ; Area: 20-foot cone
Lightning bursts out in front of you, dealing 2d8 Lightning (Metal) damage.
Heightened
Damage increases by 2d8 per level.
J 1 Static Shock
Static Shock
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: 60 feet ; Targets: One target object
You charge a metalic object with electricity. The first time a creature touches the object the electricity releases and deals 2d6 lighting (metal) damage. The effect on the object then ends.
 
y
Forge
Mods
J   Forge
  Pw   Branch Spell List
J 1 Quickcraft: Metal
Quickcraft: Metal
Traits:
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 0
Range: Self
You create up to 5 motes of ethereal iron. You may use this glass to craft an object component and immediately make 100 points of progress. This is all done with the casting of this spell. If you cast this spell again, any material you made with previous castings are immediately destroyed.
Heightened
This spell can instead create steel at power 2 and steela at power 3.
J 1 Dust Metal
Dust Metal
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Dust This feature targets an object with the intention of breaking down its material components into dust. If the object has multiple component materials, you can only affect the components that match the material you are dusting. When attempting to dust an object you typically can only target materials in your effective area on the surface and up to 1 inch deep unless otherwise noted. When attacking an object you target the object's AC or the wearer's AC, whichever is higher.
Mana: 5
Range: Touch ; Area: Up to a 5-foot square
You break down metal into dust. The target area must contain non-complex metal aspected material. Make a melee spell attack against the target dealing 2d12 + Spellcasting Ability Modifier tension damage.
Heightened
Damage increases by 2d12 per level.
J 1 Shape Metal
Shape Metal
Mana: 10
Range: Self
You can manipulate non-complex, metal-aspected dust to craft objects. You take the Shape Metal action to increase progress of a component made with this material.
J 1 Blade Burst
Blade Burst
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 50
Range: Self ; Area: 5-foot-radius
You surround yourself with iron blades sending them flying away from you, dealing 3d6 rending (metal) damage.
Heightened
Damage increases by 2d6 per level.
J 1 Create Steel
Create Steel
Traits:
Boundary This spell causes a wall to manifest at a point within range. The spell will always state the dimensions of the panels. When making the wall, each panel must be contiguous with at least one other panel. The wall can have any shape you desire. The wall doesn’t need to be vertical or rest on any firm foundation. However, it must be supported by existing solid material.
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: 50 feet
You create up to 20 motes of ethereal steel dust that you can use to create a wall. The wall is 1 inch thick and is composed of two 5-foot-by-5-foot panels. Each panel has an AC of 16, a damage threshold of 16, and 2 HB.
Heightened
Motes created increase by 20 and the number of wall panels increase by 2 per level. Optionally, you may instead create steela, a magically reinforced steel material. Each steela panel has an AC of 17, a damage threshold of 17, and 2 HB.
J 1 Rain of Daggers
Rain of Daggers
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 50
Range: Self ; Area: 15-foot cone
Daggers fly out from your outstretched hand, dealing 3d6 stab (Metal) damage.
Heightened
Damage increases by 2d6 per level.
J 2 Blade Barrier
Blade Barrier
Traits:
Boundary This spell causes a wall to manifest at a point within range. The spell will always state the dimensions of the panels. When making the wall, each panel must be contiguous with at least one other panel. The wall can have any shape you desire. The wall doesn’t need to be vertical or rest on any firm foundation. However, it must be supported by existing solid material.
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 30 feet
Small blades scatter and slash at any target that tries to enter the boundary you form that deals 4d10 rending (Metal) damage. You can make the wall up of ten 5 feet long, 15 feet high, and 1 foot thick sections.
Heightened
Damage increases by 2d10 per level.
J 3 Daggerfall
Daggerfall
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 350
Range: 120 feet ; Area: 10-foot-radius, 40-foot-high cylinder
Above the spell area forms hundreds of sharp pieces of metal that fall down at great speeds for 9d8 rending (Metal) damage.
Heightened
Increase the damage by 4d8 per level.
J 4 Dust Platinum
Dust Platinum
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Dust This feature targets an object with the intention of breaking down its material components into dust. If the object has multiple component materials, you can only affect the components that match the material you are dusting. When attempting to dust an object you typically can only target materials in your effective area on the surface and up to 1 inch deep unless otherwise noted. When attacking an object you target the object's AC or the wearer's AC, whichever is higher.
Mana: 50
Range: Touch ; Area: Up to a 5-foot square
You can break down platinum dust to craft objects. Make a melee spell attack against the target dealing 4d12 + Spellcasting Ability Modifier tension damage.
Heightened
Damage increases by 2d12 per level.
J 4 Shape Platinum
Shape Platinum
Mana: 100
Range: Touch
You can manipulate platinum dust to craft objects. You take the Shape Metal action to increase progress of a component made with this material.
J 4 Create Platinum
Create Platinum
Traits:
Boundary This spell causes a wall to manifest at a point within range. The spell will always state the dimensions of the panels. When making the wall, each panel must be contiguous with at least one other panel. The wall can have any shape you desire. The wall doesn’t need to be vertical or rest on any firm foundation. However, it must be supported by existing solid material.
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 500
Range: 50 feet
You create up to 50 motes of ethereal platinum dust that you can use to create a wall. The wall is 2 inches thick and is composed of four 5-foot-by-5-foot panels. Each panel has an AC of 18, a damage threshold of 30, and 4 HB.
Heightened
Motes created increase by 20 and the number of wall panels increase by 2 per level.
J 4 Dagger Storm
Dagger Storm
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 500
Range: 120 feet ; Area: 25-foot-radius, 40-foot-high cylinder
Thousands of sharpened iron rain down in an area dealing 14d8 rending (Metal) damage.
Heightened
Increase the damage by 6d8 per level.
J 5 Dust Mithral
Dust Mithral
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Dust This feature targets an object with the intention of breaking down its material components into dust. If the object has multiple component materials, you can only affect the components that match the material you are dusting. When attempting to dust an object you typically can only target materials in your effective area on the surface and up to 1 inch deep unless otherwise noted. When attacking an object you target the object's AC or the wearer's AC, whichever is higher.
Mana: 65
Range: Touch ; Area: Up to a 5-foot square
You can break down mithral dust to craft objects. Make a melee spell attack against the target dealing 5d12 + Spellcasting Ability Modifier tension damage.
Heightened
Damage increases by 3d12 per level.
J 5 Shape Mithral
Shape Mithral
Mana: 130
Range: Touch
You can manipulate mithral dust to craft objects. You take the Shape Metal action to increase progress of a component made with this material.
J 5 Create Mithral
Create Mithral
Traits:
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 650
Range: Touch
You create up to 60 motes of ethereal mithral dust.
Heightened
Motes created increase by 30 per level.
 
y
Nimbus
Mods
J   Nimbus
  Pw   Branch Spell List
J 1 Lightning Shaft
Lightning Shaft
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Ignite This effect causes flammable material to catch fire. If a creature ends their turn while in fire they take 1d6 burn damage.
Mana: 0
Range: 120 feet
You create a bolt of lightning that arc out at a target. Make a ranged spell attack against the target for 1d12 lightning (Metal) damage.
On Critical Success: As success, but you double any damage dice.
On Success: You deal damage stated.
J 1 Nubikinesis
Nubikinesis
Mana: 0
Range: Touch
You may move clouds and mist with a simple push. You may choose to target any part of a cloud in a 20 foot square and move it up to 20 feet into another space. The space must be able to contain the cloud or be part of the same cloud.
J 1 Congregate Clouds
Congregate Clouds
Traits:
Cloud This spell creates a cloud made of solidified ether particles. The cloud spreads around corners, and its area is considered heavily obscured. It lasts for the duration of the spell or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Mana: 50
Range: 60 feet ; Area: 20-foot-radius sphere
Trigger: When a creature within range is falling.
You cause an incredibly dense cloud to form beneath your targets. This cloud catches anyone within or above it. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage, can land on its feet, and can walk out from the cloud freely.
J 1 Fog Cloud
Fog Cloud
Traits:
Cloud This spell creates a cloud made of solidified ether particles. The cloud spreads around corners, and its area is considered heavily obscured. It lasts for the duration of the spell or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: 120 feet ; Area: 15-foot-radius sphere
You conjure a thick cloud of vapor and metalic particles.
J 1 Static Barrier
Static Barrier
Mana: 50
Range: Self
A faint hum can be heard radiating from your barrier that shocks anyone attempting to strike you. Whenever a creature hits you with a melee attack they take 1d8 lightning (Metal) damage. The effect lasts until the end of the spell's duration or your barrier is shattered.
J 2 Ball Lightning
Ball Lightning
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ignite This effect causes flammable material to catch fire. If a creature ends their turn while in fire they take 1d6 burn damage.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 200
Range: 250 feet ; Area: 15-foot-radius sphere
You fire a small orb of electricity to a chosen position which explodes for 3d8 Lightning (Metal) damage.
Heightened
Increase the damage by 1d8 per level.
J 2 Call Lightning
Call Lightning
Mana: 200
Range: 150 feet
When you cast the spell, choose a point you can see within range. A lightning bolt strikes the area of your choice. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 Lightning (Metal) damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down energy in this way again, targeting any point within range. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
Heightened
Increase the damage by 1d10 per slot level above 3rd.
J 2 Lightning Blade
Lightning Blade
Traits:
Augment This effect modifies another action. One action can only be modified by one augment effect. If a creature has multiple augments active upon them, they must choose which augment affects their action they wish to augment. Once an augment is used on an action the augment is expended.
Mana: 200
Range: Self
You augment a strike to discharge a blast of electricity on contact. When you successfully make a Strike you may expend this augment to affect the target with convulsions. Convulsions lasts up to 1 minute and deals 2d6 lightning (Metal) damage at the start of the creature's turn. At the start of an affected creature's turn, they may make a Constitution save against the spellcaster's DC to end the effects.
J 2 Lightning Bolt
Lightning Bolt
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ignite This effect causes flammable material to catch fire. If a creature ends their turn while in fire they take 1d6 burn damage.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 200
Range: Self ; Area: 100 feet long, 5 feet wide, and 5 feet high line
A stroke of lightning blasts out from your outstretched hand in a direction you choose dealing 8d6 lightning (Metal) damage.
Heightened
Increase the damage by 3d6 per level.
J 2 Skywrite
Skywrite
Mana: 200
Range: Sight
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
J 2 Static Burst
Static Burst
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 200
Range: Self ; Area: 10-foot-radius
You cause electricity to spark around you, dealing 4d8 lightning (metal) damage.
Heightened
Damage increases by 2d8 per level.
J 3 Spark Blade
Spark Blade
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Mana: 400
Your attack sends a jolt of electricity through the target causing them to convulse. Make a melee Strike, dealing an extra 4d6 lightning (Metal) and the creature is staggered (1) until the end of your next turn. This counts as two attacks when calculating your multiple attack penalty.
J 3 Lightning Pulse
Lightning Pulse
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 350
Range: Self ; Area: 15-foot-radius
Lightning erupts quickly from your body, dealing 6d8 lightning (metal) damage.
Heightened
Damage increases by 3d8 per level.
J 4 Chain Lightning
Chain Lightning
Mana: 500
Range: 150 feet
You create a bolt that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Each target of your spell must make a Dexterity saving throw. The target takes 10d8 Lightning (Metal) damage on a failed save, or half as much damage on a successful one.
Heightened
Increase the damage by 1d8 per slot level above 5th.
J 4 Fulgor
Fulgor
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Ignite This effect causes flammable material to catch fire. If a creature ends their turn while in fire they take 1d6 burn damage.
Mana: 500
Range: 150 feet
A thin bolt of lightning springs from your pointing finger to a target that you can see within range. Make a ranged attack against the target for 10d6 + 40 lightning (Metal) damage.
On Critical Success: As success, but you double any damage dice.
On Success: You deal damage stated.
Heightened
Damage increases by 6d6 per level.
J 4 Plasma Blast
Plasma Blast
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ignite This effect causes flammable material to catch fire. If a creature ends their turn while in fire they take 1d6 burn damage.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 500
Range: 250 feet ; Area: 10-foot-radius sphere
An explosion of white hot plasma arcs out in a sphere burning those within for 8d8 + 10 burn (Metal) damage.
Heightened
Damage increases by 4d8 per level.
 
y
Blood
Mods
J   Blood
  Pw   Branch Spell List
J 1 Attenuate
Attenuate
Mana: 50
Range: 30 feet ; Targets: Up to four target creatures
You thin the target’s blood forcing the body to move more sluggish. The effect is determined by the target's save.
On Critical Success: The target creature takes a 1d4 penalty on all attack rolls and saving throws. The creature may make another Constitution Save at the end of their turn to remove the effect.
On Success: The target creature takes a -1 penalty on all attack rolls and saving throws. The creature may make another Constitution Save at the end of their turn to remove the effect.
J 1 Blood Mark
Blood Mark
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: 100 miles
You choose a creature who’s blood you have a sample of. The blood rizes before you, pointing in the direction of the creature that was its original owner as long as they are within range. The caster knows how far away the target creature is to the closest 100 foot increment. Until the spell ends, you deal an extra 1d6 damage to the target whenever you deal damage with the strike action.
J 2 Blindness
Blindness
Traits:
Renitence Actions with this trait typically cause some kind of debilitating effect that becomes ineffective if used frequently. Creatures cannot be targetted by this action for 1 minute after they have been targetted by this action.
Mana: 200
Range: 120 feet ; Targets: One target creature
You cut off blood to the eyes causing temporary blindness. The effect is determined by the target's save.
On Critical Success: The target creature is blinded for 1 hour.
On Success: The target creature is blinded for 1 minute.
On Failure: The target creature is blinded until the start of their turn
On Critical Failure: No effect.
J 2 Feign Death
Feign Death
Mana: 200
Range: Touch
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
J 2 Hold Person
Hold Person
Traits:
Renitence Actions with this trait typically cause some kind of debilitating effect that becomes ineffective if used frequently. Creatures cannot be targetted by this action for 1 minute after they have been targetted by this action.
Mana: 200
Range: 60 feet ; Targets: One target creature
You halt the flow of blood to the target’s muscles causing them to freeze in place. The effect is determined by the target's save.
On Success: The target is paralyzed for 1 minute. The creature may make a Constitution saving throw at the end of their turn to remove the effect.
J 3 Coagulate
Coagulate
Mana: 350
Range: 30 feet
You cause the blood in the body of the target to clot, preventing blood from passing through vital arteries. Target creature makes a Constitution saving throw. On failure, the target takes 3d6 tension damage or half as much on a successful one. This damage bypasses barrier.
Heightened
Increase damage by 1d6 per slot level above 4th
J 3 Resuscitate
Resuscitate
Mana: 350
Range: Touch
You target a creature that has died within the last minute. That creature returns to life, stabilizes, and one wound is healed completely. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
J 4 Seize
Seize
Traits:
Renitence Actions with this trait typically cause some kind of debilitating effect that becomes ineffective if used frequently. Creatures cannot be targetted by this action for 1 minute after they have been targetted by this action.
Mana: 500
Range: 60 feet ; Targets: One target creature
You halt the flow of blood to the target’s body, causing them to collapse to the ground and seize. The effect is determined by the target's save.
On Critical Success: The target is paralyzed for 3 rounds.
On Success: The target is knocked prone and paralyzed for 3 rounds. If the creature is harmed, at the end of each of their turns they may make another Constitution saving throw. On success, the creature is no longer paralyzed.
J 5 Cardiac Seizure
Cardiac Seizure
Traits:
Renitence Actions with this trait typically cause some kind of debilitating effect that becomes ineffective if used frequently. Creatures cannot be targetted by this action for 1 minute after they have been targetted by this action.
Mana: 650
Range: 60 feet
You twist the creature's blood causing them to tense up and freeze in place. If the target has 50 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
 
y
Ether
Mods
J   Ether
  Pw   Branch Spell List
J 1 Message
Message
Mana: 0
Range: 120 feet
You manipulate ether to send a short message to a nearby target. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
J 1 Ethereal Mark
Ethereal Mark
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: 90 feet
You choose a creature you can see within range and mark their ki through the spirit plane. Until the spell ends, you deal an extra 1d6 damage to the target whenever you deal damage with the strike action. In addition, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.
J 2 Spirit Beacon
Spirit Beacon
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 100
Range: Self
You meditate for 1 minute to create a beacon of your location in the spirit realm. This allows you to speak to and see spirits out to 150 feet from your location for the duration of the spell. At any time, you may spend 50 Mana to extend your duration by 1 minute. Spirits aren’t omniscient and only retain information that they themselves know. Most can only communicate with emotional responses and have their own agendas and opinions. In addition, some questions may be difficult to answer at all and the caster will simply receive an unclear message.
J 2 Ether Release
Ether Release
Mana: 400
Range: Touch ; Targets: One target
You find lingering magical energy on the target and transform it into ether. If the target is a terrain or structure and it was created by a spell of power 2 or lower, the effect disappears.
Heightened
You may end the effects of a spell equal to the power you heighten this spell.
J 2 Blindsense
Blindsense
Mana: 200
Range: Self
By opening your senses to the spirit world, you can detect the presence of any physical objects or creatures within 500 feet. Details other than size and count are difficult to discern.
J 2 Ether Buffer
Ether Buffer
Mana: 200
Range: 90 feet ; Targets: One target creature
You empower a barrier with ether to grant it additional protection. As long as your target has an active barrier, they gain 3d10 barrier.
Heightened
Barrier healing increases by 2d10 per level.
J 2 Spirit Walk
Spirit Walk
Mana: 200
Range: 10 feet ; Targets: Up to three target willing creatures
You meditate for 1 minute connecting you and your targets' bodies to their essence and transfer it to the spirit realm for the duration of the spell. The body you leave behind is unconscious while you are on the spirit plane.
Heightened
Increase targets by 3 per level.
J 3 Spirit Blast
Spirit Blast
Traits:
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 350
Range: 30 feet
You concentrate ethereal energy and attack a creature's spirit. If the target is possessed by a spirit, is astrally projecting, or is a spirit, the attack deals 16d6 force damage.
J 3 Telepathy
Telepathy
Traits:
Linguistic An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
Mana: 350
Range: 30 feet
You can communicate on strands of ether with one other creature. Once you establish a connection by communicating with a creature, the communication is two-way.
J 3 True Sight
True Sight
Mana: 350
Range: Self
You attune your sight to see past any material ether. You see Illusions and ethereal objects within 120 feet of you with a faint glow. If you concentrate you can see through these objects.
J 4 Expel Essence
Expel Essence
Traits:
Renitence Actions with this trait typically cause some kind of debilitating effect that becomes ineffective if used frequently. Creatures cannot be targetted by this action for 1 minute after they have been targetted by this action.
Mana: 500
Range: Touch ; Targets: One target creature
With your touch you force the target's essence to leave their body and enter the spirit realm. Make a melee spell attack. On success you force the creature to enter the spirit realm for the duration of the spell. If the target has a spirit inside of them, instead the spirit is forced out of the body. The body that is left behind is unconscious while in the spirit plane.
 
y
Reflection
Mods
J   Reflection
  Pw   Branch Spell List
J 1 Minor Reflection
Minor Reflection
Traits:
Illusion This spell creates an illusion to hide what is truly there. Actively examining the illusion with an Investigation (Analyze) check grants a creature a Wisdom saving throw against the caster's spellcasting DC. But on spellcaster's success, it concludes that the illusion is the genuine article.
Mana: 0
Range: 30 feet
You create an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. The illusion must mimic another object you can see. The object you mimic must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Investigation (Analyze) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
J 2 Duplicate Evocation
Duplicate Evocation
Mana: 200
Range: 30 feet
Choose the most recent evocation spell of power 2 or lower that has been cast within the last round and has no duration. You immediately cast the spell.
Heightened
You may target a spell equal to the power you heighten this spell.
J 2 Greater Reflection
Greater Reflection
Traits:
Illusion This spell creates an illusion to hide what is truly there. Actively examining the illusion with an Investigation (Analyze) check grants a creature a Wisdom saving throw against the caster's spellcasting DC. But on spellcaster's success, it concludes that the illusion is the genuine article.
Mana: 200
Range: 120 feet ; Area: 30-foot-cube
You create a duplicate of an image of an object, a creature, or some other visible phenomenon that fits within the area. The image must be a duplicate of another image within range. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
J 2 Mirror Image
Mirror Image
Mana: 200
Range: Self
Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6). Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.
J 3 Instant Fake
Instant Fake
Traits:
Illusion This spell creates an illusion to hide what is truly there. Actively examining the illusion with an Investigation (Analyze) check grants a creature a Wisdom saving throw against the caster's spellcasting DC. But on spellcaster's success, it concludes that the illusion is the genuine article.
Mana: 350
Range: Touch
You create an illusory duplicate of the target item. If you hold the charge on this spell, you can deliver it while touching an object you steal with Sleight of Hand (Palm); in this case, the illusion phases into existence exactly as you remove the genuine article, allowing you to instantaneously replace a protected or guarded item with no change in appearance, weight, or other factors. The illusion appears to be a perfect replica. The illusion isn’t a functional item, nor does it have any magical properties of the original. For example, an instant fake of a set of thieves’ tools can’t be used to pick a lock, a false warhammer can’t harm a person or break an object, and a suit of unreal chainmail offers no actual protection.
J 4 Create Forge Duplicate
Create Forge Duplicate
Mana: 500
Range: Touch
You touch an object created through a Structure spell that is made of metal-aspected material. This object can fill no larger space than 10 square feet. An identical but weaker version of the object is created within 5 feet of the caster. The object's materials have -2 AC and half the DT of the original material (minimum 1).
Heightened
The space the object can fill increase by 10 square feet per level.
J 4 Create Glass Duplicate
Create Glass Duplicate
Mana: 500
Range: Touch
You touch an object created through a Structure spell that is made of fire-aspected material. This object can fill no larger space than 10 square feet. An identical but weaker version of the object is created within 5 feet of the caster. The object's materials have -2 AC and half the DT of the original material (minimum 1).
Heightened
The space the object can fill increase by 10 square feet per level.
J 4 Create Ice Duplicate
Create Ice Duplicate
Mana: 500
Range: Touch
You touch an object created through a Structure spell that is made of water-aspected material. This object can fill no larger space than 10 square feet. An identical but weaker version of the object is created within 5 feet of the caster. The object's materials have -2 AC and half the DT of the original material (minimum 1).
Heightened
The space the object can fill increase by 10 square feet per level.
J 4 Create Plant Duplicate
Create Plant Duplicate
Mana: 500
Range: Touch
You touch an object created through a Structure spell that is made of wood-aspected material. This object can fill no larger space than 10 square feet. An identical but weaker version of the object is created within 5 feet of the caster. The object's materials have -2 AC and half the DT of the original material (minimum 1).
Heightened
The space the object can fill increase by 10 square feet per level.
J 4 Create Rock Duplicate
Create Rock Duplicate
Mana: 500
Range: Touch
You touch an object created through a Structure spell that is made of rock-aspected material. This object can fill no larger space than 10 square feet. An identical but weaker version of the object is created within 5 feet of the caster. The object's materials have -2 AC and half the DT of the original material (minimum 1).
Heightened
The space the object can fill increase by 10 square feet per level.
 
Advanced Branch. Requires Adept in Ether branch and Trained in Glass branch.
y
Force
Mods
J   Force
  Pw   Branch Spell List
J 1 Force Hand
Force Hand
Mana: 0
Range: 30 feet
You can use your action to extend your reach. You can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial from 30 feet away. You can move anything up to 30 feet away from its starting position with this spell. You can’t attack, activate magic items, or carry more than 10 pounds of a material.
J 1 Catapult
Catapult
Mana: 50
Range: 60 feet
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 force (Metal) damage.
Heightened
The maximum weight of objects that you can target with this spell increases by 5 pounds and the damage increases by 2d8, for each level of power.
J 1 Floating Disk
Floating Disk
Mana: 50
Range: 30 feet
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
J 2 Levitate
Levitate
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 60 feet ; Targets: Targets one unattended object or willing creature.
Your control over forces allows you to raise or lower targets as you see fit. For the duration of the spell, you can move the target up or down 10 feet with a single action, which has the concentrate trait. A creature floating in the air from levitate takes a –2 circumstance penalty to attack rolls. A floating creature can spend an Interact action to stabilize itself and negate this penalty for the remainder of its turn. If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing (if the surface is vertical, like a wall) or crawling (if the surface is horizontal, such as a ceiling). The GM determines which surfaces can be climbed or crawled across.
J 3 Kinetic Haul
Kinetic Haul
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 350
Range: 120 feet ; Targets: One unattended object of up to 1000 lbs. with no dimension longer than 20 feet.
You move the target up to 20 feet, potentially suspending it in midair. When you Sustain the Spell, you can do so again, or you can choose a different eligible target to move.
J 3 Repelling Pulse
Repelling Pulse
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 350
Range: Self ; Area: 30-foot-radius
You unleash a powerful pulse that violently hurls creatures away from you, dealing 7d10 force (Metal) damage.
On Critical Success: The creature is pushed 20 feet away from you and knocked prone.
On Success: The creature is pushed 10 feet away from you.
Heightened
Damage increases by 4d10 per level.
J 4 Wall of Force
Wall of Force
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 500
Range: 120 feet
You form an invisible wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall has AC 10, DT 30, 6 HB, and it's immune to critical hits and precision damage. The wall blocks physical effects from passing through it.
 
Advanced Branch. Requires Adept in Nimbus branch and Trained in Gravity branch.
 
J Water Branches
J   Water Fundamental
  Pw   Branch Spell List
J 1 Produce Cold
Produce Cold
Mana: 0
Range: Touch
You produce cold in one of the following ways. • You lower the temperature in a 50 foot radius around you by up to 10°C (18°F). • You lower the temperature of an object you touch by 20°C (36°F). These effects may cause objects to immediately begin to freeze.
J 1 Cold Adaption
Cold Adaption
Mana: 50
Range: 10 feet ; Targets: Up to five target creatures
You reduce the exhaustive effects of being in cold environments by regulating temperature. The target does not take any of the disadvantages for being in an area with a low temperature. This does not provide protection from ice or cold damage.
Heightened
Increase targets by 3 per level.
J 1 Create Snow
Create Snow
Traits:
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: Touch
You create up to 50 motes of ethereal snow.
Heightened
Motes created increase by 50 per level.
J 1 Cure Light Wounds
Cure Light Wounds
Mana: 50
Range: Touch
Healing water surges from your hands over the target's wounds. Choose an injury on the target to heal 1d10 damage then shift it to its Healed state. If the injury is a wound all healing is doubled.
J 1 Swift Swim
Swift Swim
Mana: 50
Range: Touch
When you cast this spell you choose up to 3 target creatures who gain a swim speed of 30 feet. If the target creature already has a swim speed, they instead can choose to gain 10 feet of speed on top of their swim speed.
Heightened
Increase the duration by 2 hours per slot level above 1st.
J 1 Water Blast
Water Blast
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 50
Range: Self ; Area: 15-foot cone
You hold your hand out towards your targets the shoot a blast of water dealing 2d6 force (Water) damage.
On Success: The target is pushed 10 feet away from the caster.
Heightened
Damage increases by 2d6 per level.
 
y
Fluid
Mods
J   Fluid
  Pw   Branch Spell List
J 1 Drench
Drench
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 0
Range: 30 feet ; Area: 5 foot radius, 1/2 foot high cylinder
A sudden downpour soaks and area creating a small pool of water. The area created can be made small as the caster desires. If the target area is on fire, the flames are automatically extinguished. If the pool of water created doesn’t have any way to contain the water, the water is absorbed into the ground in 1 round.
J 1 Buffeting Water
Buffeting Water
Traits:
Augment This effect modifies another action. One action can only be modified by one augment effect. If a creature has multiple augments active upon them, they must choose which augment affects their action they wish to augment. Once an augment is used on an action the augment is expended.
Mana: 50
Range: Self
You augment a strike to cause a burst of water and push the foe to the ground. When you successfully make a Strike you may expend this augment to add the following effects, determined by the target's save.
On Success: The target creature takes 2d6 force (Water) damage, is pushed 10 feet away from you, and knocked prone.
J 1 Misty Terrain
Misty Terrain
Traits:
Cloud This spell creates a cloud made of solidified ether particles. The cloud spreads around corners, and its area is considered heavily obscured. It lasts for the duration of the spell or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: 120 feet ; Area: 20-foot-radius sphere
From the ground emerges a thick vapour making it difficult to see within.
J 1 Water Guise
Water Guise
Traits:
Cloak This spell cloaks the creature with magic in some way. While under the effects of a cloak spell, a creature can only take actions that have the move trait or are specializations of the Insight or Perception skill. Taking any other action, or being damaged, will end the effects of the cloak spell.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: Self
You and each creature within a 20 foot radius of you begin to shift and waver within a water bubble. As long as all creatures remains in the radius and under water, they gain a +6 bonus to stealth checks.
J 2 Aquasense
Aquasense
Mana: 200
Range: Self
You attune yourself to the subtle fluctuations in the water around you. For the duration of the spell the caster can automatically pinpoint the location of anything that is in contact with water out to 60 feet. This also works in mist but to a reduced range, negating any form of obscurity caused by a mist or fog within 10 ft.
J 2 Part Water
Part Water
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 120 feet
You cause water to shift out of your way in a 100-feet-by-10-feet line up to 50 feet deep at a point within range to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends. The element then slowly fills in the trench over the course of the next round until the normal level is restored.
J 2 Tidal Surge
Tidal Surge
Traits:
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: Self ; Area: 60 feet long, 20 feet wide, and 10 feet high line
Call forth a continuous blast of water before the caster that pushes forwards knocking back all in its way. The waver douses flames and makes the area difficult terrain due to the slipperiness of the water. As an action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
On Critical Success: The target is pushed 40 feet from the source.
On Success: The target is pushed 30 feet from the source.
On Failure: The target is pushed 10 feet from the source
On Critical Failure: The target is not pushed.
J 2 Wall of Water
Wall of Water
Traits:
Boundary This spell causes a wall to manifest at a point within range. The spell will always state the dimensions of the panels. When making the wall, each panel must be contiguous with at least one other panel. The wall can have any shape you desire. The wall doesn’t need to be vertical or rest on any firm foundation. However, it must be supported by existing solid material.
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 120 feet
You conjure up a wall of water on the ground that spouts upward and deals 2d8 force (Water) damage. You can make the wall up of ten 5 feet long, 10 feet high, and 1 foot thick sections. Everything on each side of the wall is concealed from creatures on the opposite side. The wall’s space is considered difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and the damage is halved if the projectile passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Heightened
Damage increases by 2d8 per level.
J 2 Water Breathing
Water Breathing
Mana: 200
Range: Touch ; Targets: Up to five target creatures
You can easily make water breathable with your magic. The target can freely use any breath weapon, speak, or other abilities while submerged.
Heightened
Increase targets by 3 per level.
J 3 Geyser
Geyser
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 350
Range: 150 feet ; Area: 5-foot radius, 50-foot-tall cylinder
A powerful geyser blasts up from the ground, dealing 3d6 force (Water) damage and 2d6 burn (Water) damage. The bottom of this spell's area must be on solid ground. A creature pushed into the air by the geyser can't be pushed beyond the top of the geyser. After being pushed into the air, a creature falls unless it's flying or has some other means of staying aloft, taking falling damage (normally equal to half the distance it fell). After the geyser erupts, its area is filled with a cloud of steam for 1 round. All creatures in the steam are concealed, and all creatures outside the steam are concealed to creatures within it.
On Critical Success: The target is pushed 40 feet into the air.
On Success: The target is pushed 20 feet into the air.
Heightened
Force damage increases by 3d6 per level.
J 3 Whirlpool
Whirlpool
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Vortex This feature is always a part of an area effect. The effect will always attempt to restrain those within its area. If it successfully restrains a creature, at the start of the creature's turn the vortex will act on the creature as determined by the effect. A restrained creature may use the Break Free or Escape Artist action against the effect's DC to escape the vortex. Many vortexes have additional effects that may trigger on a creature's escape.
Mana: 350
Range: 150 feet ; Area: 25 foot radius and 25 feet deep cylinder
This effect requires a body of water at least 50 feet square and 25 feet deep. You create a vortex of water, drawing in objects and creatures nearby and dealing 2d8 force (Water) damage. When a creature starts its turn while caught in the vortex, the creature is pulled 10 feet pull towards its centre and risks suffocation by the water.
On Success: The target creature is caught in the vortex and restrained for 1 round.
J 4 Tidal Wave
Tidal Wave
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 500
Range: Self ; Area: 50 feet long, 10 feet wide, and 20 feet high line
You conjure up a wave of water that crashes down for 12d8 force (Water) damage. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.
On Critical Success: The target is pushed 40 feet from the source and knocked prone.
On Success: The target is pushed 30 feet from the source and knocked prone.
On Failure: The target is pushed 10 feet from the source
On Critical Failure: The target is not pushed.
Heightened
Increase the damage by 6d8 per level.
J 5 Maelstrom
Maelstrom
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Vortex This feature is always a part of an area effect. The effect will always attempt to restrain those within its area. If it successfully restrains a creature, at the start of the creature's turn the vortex will act on the creature as determined by the effect. A restrained creature may use the Break Free or Escape Artist action against the effect's DC to escape the vortex. Many vortexes have additional effects that may trigger on a creature's escape.
Mana: 650
Range: 150 feet ; Area: 10 foot radius and 25 feet deep cylinder
A storm of water swirls and rages at a point you choose that deals 5d8 force (Water) damage. If the vortex is formed in water its radius increases to 25 feet. When a creature starts its turn while caught in the vortex, the creature is pulled 5 feet upward, and 5 feet towards the centre of the vortex and risks suffocation. Until the spell ends, you can use your action to move the vortex up to 30 feet in any direction along the ground. The vortex sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
 
y
Ice
Mods
J   Ice
  Pw   Branch Spell List
J 1 Ice Darts
Ice Darts
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Mana: 0
Range: 60 feet
You form several darts of ice that streak towards your target. Make a ranged spell attack against the target for 1d12 cold (Water) damage.
On Critical Success: As success, but you double any damage dice.
On Success: You deal damage stated.
J 1 Quickcraft: Ice
Quickcraft: Ice
Traits:
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 0
Range: Self
You create up to 5 motes of ethereal ice. You may use this glass to craft an object component and immediately make 100 points of progress. This is all done with the casting of this spell. If you cast this spell again, any material you made with previous castings are immediately destroyed.
Heightened
This spell can instead create icea at power 2 and glaceum at power 3.
J 1 Dust Ice
Dust Ice
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Dust This feature targets an object with the intention of breaking down its material components into dust. If the object has multiple component materials, you can only affect the components that match the material you are dusting. When attempting to dust an object you typically can only target materials in your effective area on the surface and up to 1 inch deep unless otherwise noted. When attacking an object you target the object's AC or the wearer's AC, whichever is higher.
Mana: 5
Range: Touch ; Area: Up to a 5-foot square
You break down ice into dust. The target area must contain non-complex earth aspected material. Make a melee spell attack against the target dealing 2d12 + Spellcasting Ability Modifier tension damage.
Heightened
Damage increases by 2d12 per level.
J 1 Shape Ice
Shape Ice
Mana: 10
Range: Self
You can manipulate non-complex, water-aspected dust to craft objects. You take the Shape Ice action to increase progress of a component made with this material.
J 1 Ice Block
Ice Block
Mana: 100
Range: Self
You solidify the moisture in the air into ice to block the attack then linger around you. You gain a +3 bonus to AC which may make the attack miss.
J 1 Cold Barrier
Cold Barrier
Mana: 50
Range: Self
The air around you is faintly colder then drops quickly when your barrier is struck. Whenever a creature hits you with a melee attack they take 1d4 cold (Water) damage and their speed is reduced to zero until the beginning of their next turn. The effect lasts until the end of the spell's duration or your barrier is shattered.
J 1 Create Ice
Create Ice
Traits:
Boundary This spell causes a wall to manifest at a point within range. The spell will always state the dimensions of the panels. When making the wall, each panel must be contiguous with at least one other panel. The wall can have any shape you desire. The wall doesn’t need to be vertical or rest on any firm foundation. However, it must be supported by existing solid material.
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 50
Range: 50 feet
You create up to 30 motes of ethereal steel dust that you can use to create a wall. The wall is 1 inch thick and is composed of five 5-foot-by-5-foot panels. Each panel has an AC of 12, a damage threshold of 10, and 1 HB.
Heightened
Motes created increase by 20 and the number of wall panels increase by 3 per level. Optionally, you may instead create icea, a magically reinforced ice material. Each icea panel has an AC of 14, a damage threshold of 13, and 1 HB.
J 1 Freezing Strike
Freezing Strike
Traits:
Augment This effect modifies another action. One action can only be modified by one augment effect. If a creature has multiple augments active upon them, they must choose which augment affects their action they wish to augment. Once an augment is used on an action the augment is expended.
Renitence Actions with this trait typically cause some kind of debilitating effect that becomes ineffective if used frequently. Creatures cannot be targetted by this action for 1 minute after they have been targetted by this action.
Mana: 50
Range: Self
You augment a strike to cause ice to appear at the impact point and bind the target. When you successfully make a Strike you may expend this augment to affect the target with ice snare. Ice snare lasts up to 1 minute, restrains creatures under its effects and deals 1d6 cold (Water) damage at the start of the creature's turn. At the start of an affected creature's turn, they may make a Strength save against the spellcaster's DC to end the effects. In addition, the creature may use the Break Free or Escape Artist action against the spellcasting DC to end the effects of ice snare.
J 2 Dust Glacial
Dust Glacial
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Dust This feature targets an object with the intention of breaking down its material components into dust. If the object has multiple component materials, you can only affect the components that match the material you are dusting. When attempting to dust an object you typically can only target materials in your effective area on the surface and up to 1 inch deep unless otherwise noted. When attacking an object you target the object's AC or the wearer's AC, whichever is higher.
Mana: 20
Range: Touch ; Area: Up to a 5-foot square
You can break down glaceum dust or glacerulum dust to craft objects. Make a melee spell attack against the target dealing 3d12 + Spellcasting Ability Modifier tension damage.
Heightened
Damage increases by 1d12 per level.
J 2 Shape Glacial
Shape Glacial
Mana: 40
Range: Self
You can manipulate glaceum dust or glacerulum dust to craft objects. You take the Shape Ice action to increase progress of a component made with this material.
J 2 Create Glacial
Create Glacial
Traits:
Boundary This spell causes a wall to manifest at a point within range. The spell will always state the dimensions of the panels. When making the wall, each panel must be contiguous with at least one other panel. The wall can have any shape you desire. The wall doesn’t need to be vertical or rest on any firm foundation. However, it must be supported by existing solid material.
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 50 feet
You create up to 50 motes of ethereal glaceum dust that you can use to create a wall. The wall is 2 inches thick and is composed of five 5-foot-by-5-foot panels. Each panel has an AC of 15, a damage threshold of 16, and 4 HB.
Heightened
Motes created increase by 30 and the number of wall panels increase by 2 per level. Optionally, you may instead create glacerulum, a magically reinforced glaceum material. Each glacerulum panel has an AC of 15, a damage threshold of 16, and 2 HB.
J 2 Freezebind
Freezebind
Mana: 200
Range: 60 feet ; Targets: Up to three target creatures
You bind creatures to the ground or another sturdy surface by covering it in ice. The creature must be adjacent to a sturdy surface. The effect is determined by the target's save.
On Success: The target creature is restrained for 1 minute. The creature may make a Strength saving throw at the end of their turn to remove the effect.
On Failure: The target creature is restrained until the start of their turn.
On Critical Failure: No effect.
Heightened
Increase targets by 2 per level.
J 2 Ice Floor
Ice Floor
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Mana: 200
Range: 90 feet ; Area: 15 foot radius area
This spell creates a sheet of ice on the ground. The area is considered difficult terrain. Whenever a creature begins a move action or moves onto this surface they must make a save.
On Success: The creature falls prone.
J 4 Glacier
Glacier
Traits:
Platform This spell creates a platform that raises out from a solid surface within range. The spell will always state the dimensions of the platform. If the platform deals damage to creatures the platform can always be slowed to instead deal no damage. If a platform is prevented from reaching its full height because of a ceiling or other obstacle, any creature on the platform takes 3d6 bludgeoning damage and is restrained, pinched between the platform and the obstacle. The creature can use the Break Free or Escape Artist action against the spellcaster's spellcasting DC.
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 500
Range: 120 feet
A glacier of pure ice erupts from the earth and pierces into the sky. The glacier is a 10 ft. cylinder and grows to 30 ft in height. Creatures under the glacier when it is created may save or take 6d6 Stab (Water) damage and 6d6 Cold (Water) damage and raise to the top of the glacier.
On Critical Success: As success, but you double any damage dice.
On Success: You deal damage stated.
J 5 Dust Albryst
Dust Albryst
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Dust This feature targets an object with the intention of breaking down its material components into dust. If the object has multiple component materials, you can only affect the components that match the material you are dusting. When attempting to dust an object you typically can only target materials in your effective area on the surface and up to 1 inch deep unless otherwise noted. When attacking an object you target the object's AC or the wearer's AC, whichever is higher.
Mana: 65
Range: Touch ; Area: Up to a 5-foot square
You can break down albryst dust or glacerulum dust to craft objects. Make a melee spell attack against the target dealing 5d12 + Spellcasting Ability Modifier tension damage.
Heightened
Damage increases by 3d12 per level.
J 5 Shape Albryst
Shape Albryst
Mana: 130
Range: Touch
You can manipulate albryst dust or glacerulum dust to craft objects. You take the Shape Ice action to increase progress of a component made with this material.
J 5 Create Albryst
Create Albryst
Traits:
Boundary This spell causes a wall to manifest at a point within range. The spell will always state the dimensions of the panels. When making the wall, each panel must be contiguous with at least one other panel. The wall can have any shape you desire. The wall doesn’t need to be vertical or rest on any firm foundation. However, it must be supported by existing solid material.
Structure This spell manipulates ether to form it into a solid material. The material maintains form for the duration of the spell or until the caster dismisses it as a free action. If, on creation, the material cuts through a creature’s space when it appears, the creature is pushed to one side of the material (your choice). If a creature would be surrounded on all sides by the structure (or the structure and another solid surface), that creature can make a Dexterity saving throw against the caster's spellcasting DC. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the structure.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 650
Range: 50 feet
You create up to 50 motes of ethereal albryst dust that you can use to create a wall. The wall is 2 inches thick and is composed of four 5-foot-by-5-foot panels. Each panel has an AC of 19, a damage threshold of 38, and 6 HB.
Heightened
Motes created increase by 30 per level.
 
y
Restoration
Mods
J   Restoration
  Pw   Branch Spell List
J 1 Passive Restoration
Passive Restoration
Mana: 0
Range: Touch ; Targets: One target creature
You lay your hands on an injured creature and release small and consistent amounts of healing mana. After 10 minutes of healing, choose an injury on the target. That injury's hp damage is removed and the injury shifts to its recovery state.
J 1 Stabilize
Stabilize
Mana: 0
Range: Touch
Upon casting this spell, you target a living creature that has 0 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
J 1 Barrier Restorer
Barrier Restorer
Mana: 50
Range: 30 feet
You regenerate a barrier. Choose a target creature within range. The target gains 1d10 + your spellcasting ability modifier barrier.
Heightened
Barrier healing increases by 1d10 per level.
J 1 Cure Wounds
Cure Wounds
Mana: 50
Range: Touch
By laying your hands on a painful wound, you produce healing energy to reduce the pain. Choose an injury on the target to heal 1d10 + your spellcasting ability modifier damage then shift it to its Healed state. If the injury is a wound all healing is doubled.
Heightened
Healing increases by 1d10 per level.
J 2 Restore Vitality
Restore Vitality
Mana: 300
Range: 10 feet
You trade some of your own life force to restore another's. You lose 5 Vitality to grant your target 4 Vitality.
J 2 Cure Fractures
Cure Fractures
Mana: 200
Range: Touch
By laying your hands on a a body, you douse the area with healing water. Choose an injury on the target to heal 2d10 + your spellcasting ability modifier damage then shift it to its Healed state. If the injury is a fracture all healing is doubled.
Heightened
Healing increases by 2d10 per level.
J 2 Cure Severs
Cure Severs
Mana: 200
Range: Touch
By laying your hands on a severe injury that has severed or completely broken a body part, you close and repair the wound. Choose a sever type injury on the target to heal 2d10 + your spellcasting ability modifier then shift it to its Healed state. If the injury is a sever all healing is doubled.
Heightened
Healing increases by 2d10 per level. The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes if the severed body part is placed and held to the stump when this spell is cast.
J 3 Greater Barrier Restorer
Greater Barrier Restorer
Mana: 750
Range: Touch
You heal a barrier with a lot of energy. Choose a target creature within range. The target gains 7d10 barrier.
Heightened
Barrier healing increases by 1d10 per level.
J 3 Mass Cure Wounds
Mass Cure Wounds
Mana: 350
Range: 20 feet ; Targets: Up to three target creatures
You create pain reducing water around those in need of aid. Choose an injury on each target creature to heal 2d12 + your spellcasting ability modifier damage then shift it to its Healed state. Any injury that is a wound has the healing doubled.
Heightened
Healing increases by 2d12 per level.
J 3 Rhapsody
Rhapsody
Mana: 350
Range: Touch ; Targets: One target creature
You accelerate the healing of wounds in a target's body. All of the target creature's wound type injuries have their HP damage removed and the injuries immediately shift to the Recovery state.
J 5 True Restoration
True Restoration
Mana: 650
Range: Touch ; Targets: One target creature
You imbue the target creature with a massive amount of healing energy. All of the target creature's injuries have their HP damage removed and the injuries immediately shift to the Recovery state. If the creature is charmed, frightened, paralyzed, staggered, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up.
 
y
Time
Mods
J   Time
  Pw   Branch Spell List
J 1 True Strike
True Strike
Mana: 100
Range: Self
You prepare a spell to slow down time to line up a perfect shot. The next time you make an attack roll before the end of your turn, you have advantage on that attack.
J 2 Alacrity
Alacrity
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 30 feet ; Targets: One target creature
The target perceives time much slower allowing them to move more effectively during battle. It gains the quickened condition and can use the extra action each round only for Interact, Step, Strike, and Stride actions.
J 2 Distortion
Distortion
Traits:
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: Self
Your body appears to waver as images of you appear concurrently and overlap. For the duration, any creature has disadvantage on attack rolls against you.
J 2 Lethargy
Lethargy
Traits:
Renitence Actions with this trait typically cause some kind of debilitating effect that becomes ineffective if used frequently. Creatures cannot be targetted by this action for 1 minute after they have been targetted by this action.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: 120 feet ; Targets: Up to two target creatures
You alter the time of each target and how they perceive what is around them. The effect is determined by the target's save.
On Critical Success: The target creature is staggered (1) and slowed for 1 minute.
On Success: The target creature is staggered (1) and slowed for 3 rounds.
On Failure: The target creature is staggered (1) until the end of their turn.
On Critical Failure: No effect.
Heightened
Increase targets by 2 per level.
J 2 Time Leap
Time Leap
Traits:
Temporal This spell affects time in a local area and grants actions to the caster. Whenever a spell with this trait is used, those who are trained in the Time branch and are within 2 miles of the source become aware that time magic was used. Those within 500 feet of the caster also gain all of the effects of the spell that was cast. Regardless of the spell's effects, all other creatures and objects are invulnerable to your attacks, and you can't target or affect them with anything.
Renitence Actions with this trait typically cause some kind of debilitating effect that becomes ineffective if used frequently. Creatures cannot be targetted by this action for 1 minute after they have been targetted by this action.
Mana: 200
Range: Self
You slow the passage of time allowing you to move easily while others remain in place. Affected creatures have 10 seconds to perform up to 2 actions, each of which must be used to Leap, Stand, Step, or Stride. If you have an appropriate Speed, you can add Burrow, Climb, Fly, or Swim to this list.
J 3 Quick Stop
Quick Stop
Traits:
Temporal This spell affects time in a local area and grants actions to the caster. Whenever a spell with this trait is used, those who are trained in the Time branch and are within 2 miles of the source become aware that time magic was used. Those within 500 feet of the caster also gain all of the effects of the spell that was cast. Regardless of the spell's effects, all other creatures and objects are invulnerable to your attacks, and you can't target or affect them with anything.
Renitence Actions with this trait typically cause some kind of debilitating effect that becomes ineffective if used frequently. Creatures cannot be targetted by this action for 1 minute after they have been targetted by this action.
Mana: 350
Range: Touch ; Targets: Up to two target creatures and yourself
You slow the passage of time for those you touch. Affected creatures have 1 minute to perform up to 30 actions, each of which must be used to Leap, Stand, Step, Stride and the Interact action which can only be used to interact with unattended objects. If you have an appropriate Speed, you can add Burrow, Climb, Fly, or Swim to this list.
J 3 Rewinding Step
Rewinding Step
Mana: 350
Range: Self
You spend a minute anchoring your location in time so that you can swiftly retrace your steps. The space you're in when you cast the spell becomes a temporal anchor space. While you're within 500 feet of your temporal anchor space, you can spend a single action that has the concentrate trait to instantaneously return to that space (you don't need to have line of effect to the space). The spell then ends. You bring any items that are in your possession with you when you take the action to return. When casting a spell with the Temporal trait you may use this spell as a reaction that gets triggered as soon as the temporal spell ends.
J 5 True Stop
True Stop
Traits:
Temporal This spell affects time in a local area and grants actions to the caster. Whenever a spell with this trait is used, those who are trained in the Time branch and are within 2 miles of the source become aware that time magic was used. Those within 500 feet of the caster also gain all of the effects of the spell that was cast. Regardless of the spell's effects, all other creatures and objects are invulnerable to your attacks, and you can't target or affect them with anything.
Mana: 650
Range: Self
Immediately after casting time stop, you can use up to 9 actions in 3 sets of up to 3 actions each. After each set of actions, 1 round passes, but only for you, effects specifically targeting or affecting you, and effects you create during the stoppage. Once you have finished your actions, time begins to flow again for the rest of the world.
 
y
Sound
Mods
J   Sound
  Pw   Branch Spell List
J 1 Ghost Sound
Ghost Sound
Mana: 0
Range: 30 feet
You create a sound within range that lasts for the duration or until you dismiss it as an action or cast this spell again. The sound’s volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If a creature uses its action to examine the sound, the creature can determine that it is a false effect with a successful Analyze action against your spell save DC.
J 1 Thunderclap
Thunderclap
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 50
Range: Self ; Area: 5-foot-radius
You create a loud burst of sound around your person, dealing 3d6 sonic (water) damage.
Heightened
Damage increases by 2d6 per level.
J 1 Thunderous Smite
Thunderous Smite
Traits:
Augment This effect modifies another action. One action can only be modified by one augment effect. If a creature has multiple augments active upon them, they must choose which augment affects their action they wish to augment. Once an augment is used on an action the augment is expended.
Loud The action creates a loud booming noise, audible to those within 300 feet of the source.
Mana: 50
Range: Self
You augment a strike to cause a loud booming noise. When you successfully make a Strike you may expend this augment to add the following effects, determined by the target's save.
On Success: The target creature takes 2d6 sonic (Water) damage, is pushed 20 feet away from you.
J 1 Transmission
Transmission
Mana: 50
Range: 10 miles
You send all sounds within a 15 meter radius on the wind to a designated spot. The sound travels to a specific location within range that is familiar to you, provided that it can find a way to the location. The sound can also travel to a specific Ventu stone if the caster knows its resonance frequency. The spell is completely unnoticeable until it reaches the location. It then delivers its recording to the location at the same decibel level as the source sound. The spell continuously delivers the spell as long as the caster concentrates on the spell. The spell moves at 100 miles per hour.
J 2 Booming Strike
Booming Strike
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Loud The action creates a loud booming noise, audible to those within 300 feet of the source.
Mana: 250
Your attack bursts with thunder as you hit. Make a melee Strike, dealing an extra 3d8 sonic (Water) damage and the creature is pushed 20 feet away from you. This counts as two attacks when calculating your multiple attack penalty.
J 2 Sculpt Sound
Sculpt Sound
Mana: 200
Range: Touch ; Targets: One target creature or object.
You change the sounds made by a creature or object. Choose how you're altering the sounds when you Cast the Spell; you can't alter it later. You can cause something that didn't create a sound to make sound, alter the voice of a creature, amplify or deaden a sound, or transform one sound into another. A creature who succeeds at a Perception check against your spell DC can determine that the sound was altered by an illusion, including hearing faint sounds if you deadened the sound, but they can't determine the true sound unless they critically succeed at the Perception check.
J 2 Shatter
Shatter
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 200
Range: 60 feet ; Area: 5-foot-radius sphere
A sudden loud ringing noise, painfully intense, erupts for 2d8 sonic (Water) damage. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. An object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
Heightened
Increase the damage by 2d8 per level.
J 2 Silence
Silence
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Mana: 200
Range: 120 feet ; Area: 20-foot-radius sphere
No sound can be created within or pass through an area where you snuff out all sound. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.
J 2 Sound Boom
Sound Boom
Mana: 200
Range: 60 feet ; Area: 15-foot-radius sphere
You call down a thunderous boom upon your enemies. The effect is determined by the target's save.
On Critical Success: The target creature is deafened for 1 minute.
On Success: The target creature is deafened for 1 minute. The creature may make a Constitution saving throw at the end of their turn to remove the effect.
On Failure: The target creature is deafened until the start of their turn.
On Critical Failure: No effect.
J 2 Telegram
Telegram
Mana: 200
Range: Limitless
You send a message or sound to a designated spot. The telegram travels to a specific location within range that is familiar to you, provided that it can find a way to the location. The telegram can also travel to a specific Ventu stone if the caster knows its resonance frequency. A telegram is completely quiet until it reaches the location. It then delivers its message or other sound regardless of whether a person is there or until a user releases the message in the Ventu stone. The telegram then dissipates. You can prepare the spell to bear a message of no more than 200 words, cause the spell to deliver other sounds for 1 round, or merely have the telegram seem to be a faint stirring of the air. The telegram moves at 100 miles per hour. When the spell reaches its objective, it speaks its message in a whisper to whomever closest to the location. Telegram cannot speak verbal components, use command words, or activate magical effects.
J 2 Thunderwave
Thunderwave
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 200
Range: Self ; Area: 15-foot cone
You strike the ground in front of you, filling the area in front of you with thunder that deals 4d8 sonic (Water) damage.
On Success: The target is knocked prone.
Heightened
Damage increases by 3d8 per level.
J 3 Sound Buffer
Sound Buffer
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Mana: 350
Range: Self ; Area: 20-foot-radius sphere
You ensure those nearby cannot be heard by eavesdroppers by creating an area where no sound can pass through. Any creature or sound entirely inside the area cannot be heard outside of the sphere.
J 4 Boom Burst
Boom Burst
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 500
Range: Self ; Area: 50-foot cone
You shout loudly, filling the area in front of you with thunder. Any creature in the area must make a Constitution saving throw. On failure, a target takes 10d8 sonic (Water) damage and is knocked prone and deafened for 1 round or half as much damage and negates and additional effects on success.
Heightened
Damage increases by 6d8 per level.
 
Advanced Branch. Requires Adept in Fluid branch and Trained in Wind branch.
y
Storm
Mods
J   Storm
  Pw   Branch Spell List
J 1 Know Weather
Know Weather
Mana: 0
Range: Self
You predict what the weather will be like in 24 hours and know which direction is north.
J 1 Ray of Frost
Ray of Frost
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Mana: 0
Range: 30 feet
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target for 1d6 cold (Water) damage.
On Critical Success: As success, but you double any damage dice.
On Success: You deal damage stated and the target is slowed until the start of your next turn.
J 1 Freezing Blast
Freezing Blast
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 50
Range: Self ; Area: 30-foot cone
You send a wave of chilling air towards your targets, dealing 2d8 Cold (Water) damage.
Heightened
Damage increases by 2d8 per level.
J 2 Sleet Storm
Sleet Storm
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Mana: 200
Range: 150 feet ; Area: 20-foot-radius, 40-foot-high cylinder
Freezing rain and sleet fill an area and heavily obscuring it. Exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there the creature must make a save. The effect is determined by the target's save.
On Critical Success: The creature falls prone and slowed for 1 minute.
On Success: The creature falls prone.
J 2 Storm Gust
Storm Gust
Traits:
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 200
Range: Self ; Area: 60 feet long, 20 feet wide, and 10 feet high line
A chilling wind pushes away from you in one direction. The wind deals 2d8 cold (Water) damage in its area. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. Movement while within the area of force is difficult terrain. As an action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
On Critical Success: The target is pushed 30 feet from the source.
On Success: The target is pushed 25 feet from the source.
On Failure: The target is pushed 10 feet from the source
On Critical Failure: The target is not pushed.
J 3 Calm Air
Calm Air
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Mana: 350
Range: 300 feet ; Area: 100-foot-cube
This spell calms the air and disperses fog, dust, and other particles. The wind force in the area is reduced in strength by two steps (to a minimum wind force of light) and clouds are dispersed, although parts of clouds that extend beyond the area are not affected. If a magical cloud or wind’s point of origin is inside the area of a calm air spell, the whole effect is suppressed; otherwise, only the part inside the area is suppressed. Suppression still counts against the duration of a wind or cloud effect.
J 3 Cone of Cold
Cone of Cold
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 350
Range: Self ; Area: 15-foot cone
You take a deep breath then breath it out in a strong gust of chilling air, dealing 6d8 Cold (Water) damage.
Heightened
Damage increases by 4d8 per level.
J 3 Floating Ice
Floating Ice
Mana: 350
Range: 60 feet
You create a 10 foot cube of ice that floats with controlled bursts of wind beneath it. The ice has a 30 ft. flying speed for the duration. Up to 4 medium sized creatures may comfortably sit on the ice and fly with it. If the ice is attacked, all creatures riding on the ice must make a DC 10 Dexterity saving throw or fall off the floating ice. When the spell ends, the ice falls if it is still aloft, unless it can stop the fall. The ice must remain in the range of the caster to remain in flight or else the spell will end prematurely.
J 3 Hail
Hail
Traits:
Evocation This spell creates an instantaneous effect from ether that immediately disipates once the spell completes.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Mana: 350
Range: 250 feet ; Area: 15-foot-radius, 40-foot-high cylinder
A hail of rock-hard ice pounds to the ground for 3d8 force (Water) and 4d6 cold (Water) damage. Hailstones turn the area of effect into difficult terrain until the start of your next turn.
Heightened
Increase force damage by 4d8 per level.
J 4 Diamond Dust
Diamond Dust
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Mana: 500
Range: 300 feet ; Area: 30-foot-radius, 40-foot-high cylinder
You create an area of billowing ice and sleet dealing 9d6 cold (Water) damage. The area is considered heavily obscured.
Heightened
Damage increases by 5d6 per level.
J 5 Blizzard
Blizzard
Traits:
Environmental This spell alters the environment in some way by creating temporary ethereal matter. Any environmental changes this spell creates maintains form for the duration of the spell or until the caster dismisses it as a free action.
Onset This feature is always a part of an area effect. When a creature enters the effect's area for the first time on a turn or starts its turn there the creature must make a save as determined by the effect. This feature cannot be activated multiple times on the same creature per round.
Ravage This spell deals damage to targets affected by the spell, either by being in the area or being targetted by the caster. When saving against a spell of this type, a target takes the listed damage when the spell is successful. On critical success, all damage dice of the spell is doubled. On failure all damage is halved and on critical failure the target takes no damage.
Sustain This spell requires focus to maintain. You can always freely have a single sustain spell active, however maintaining more than one requires you to sustain each spell after the first. When a sustain spell is forced to end, all effects it has created immediately end.
Vortex This feature is always a part of an area effect. The effect will always attempt to restrain those within its area. If it successfully restrains a creature, at the start of the creature's turn the vortex will act on the creature as determined by the effect. A restrained creature may use the Break Free or Escape Artist action against the effect's DC to escape the vortex. Many vortexes have additional effects that may trigger on a creature's escape.
Mana: 650
Range: 150 feet ; Area: 20 foot radius and 45 feet high cylinder
A storm of powerful snow and ice forms and deals 8d6 cold (Water) damage. When a creature starts its turn while caught in the vortex, the creature is pulled 5 feet towards the centre of the vortex. Until the spell ends, you can use your action to move the vortex up to 30 feet in any direction along the ground. The vortex sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
 
Advanced Branch. Requires Adept in Ice branch and Trained in Nimbus branch.
 
Weapon Proficiencies
Weapon Growth
y
Set Proficencies
Weapon Prof Points
Class 0
Archetype 0
Feats
Misc
Tier
Points
0 | 0
 
Proficiencies
y
Axe
Mods
0   Axe
y
Blade
Mods
0   Blade
y
Bow
Mods
0   Bow
y
Brawling
Mods
0   Brawling
y
Dart
Mods
0   Dart
y
Flail
Mods
0   Flail
y
Hammer
Mods
0   Hammer
y
Pistol
Mods
0   Pistol
y
Polearm
Mods
0   Polearm
y
Rifle
Mods
0   Rifle
Armor Proficiencies
Armor Growth
y
Set Proficencies
Armor Prof Points
Class 0
Archetype 0
Feats
Misc
Tier
Points
0 | 0
 
Proficiencies
y
Unarmored
Mods
0   Unarmored
y
Light Armor
Mods
0   Light Armor
y
Medium Armor
Mods
0   Medium Armor
y
Heavy Armor
Mods
0   Heavy Armor
Feat Lists
General 0 / 0
Combat 0 / 0
Skill 0 / 0
Spell 0 / 0
Archetype 0 / 0
Spirit 0 / 0
Beast 0 / 0
Ascension 0 / 0
General 0 / 0
 
 
J Arcanist Feats
J     Fundamental (Free)
J Character 01 Arcane Points
Arcane Points
Arcane points are bursts of ki that can be manipulated to create special magical properties. You gain a number of arcane points equal to your charisma modifier (minimum 1). As an action, you can expend 1 arcane point to regain 100 ki.
J Character 01 Arcane Surplus
Arcane Surplus
An arcanist is a wellspring of ki and can manifest it in creative ways. You gain an extra arcane point each time you gain a level in arcanist.
J Character 02 Empowering Reserves
Empowering Reserves
When you make an ability check on your turn, you can spend 2 arcane points to gain a 1d6 bonus to the roll.
J Character 03 Arcane Metamagic
Arcane Metamagic
Your control over metamagic becomes superior to most. You can now spend arcane points to create an equal number of metamagic charges when using metamagic actions.
J Character 03 Improved Surge
Improved Surge
You gain the Quick Surge feat. If you already have this feat, you instead gain a General feat of your choice. Whenever you use the Surge action, you reduce any vitality damage by 1.
 
J Automaton Feats
J     Fundamental (Free)
J Character 01

Ability Scores. A beast may increase any of their ability scores at the cost of SP. Beasts have limitations on their ability score caps. They cannot have any ability score higher than 22 at level 10, and none higher than 30 at level 20. In addition, a beast may have additional caps determined by their ancestry. See the Beast Ability Scores table for information on SP costs.

Skills. A beast can spend 2 SP to raise the rank of a skill or specialization by one and can only be used on rank Trained or lower skills and specializations.
A can can spend 1 SP to learn a knowledge skill or raise the rank of any knowledge skill they know by one.
At 6th level a can can spend 3 SP to increase rank of Adept skills and specializations.
At 10th level a can can spend 4 SP to increase rank of Expert skills and specializations.
At 14th level a can can spend 5 SP to increase rank of Elite skills and specializations.

HP. A beast may gain 5 HP for 2 SP.

J Character 01

Ability Scores. A beast may increase any of their ability scores at the cost of SP. Beasts have limitations on their ability score caps. They cannot have any ability score higher than 22 at level 10, and none higher than 30 at level 20. In addition, a beast may have additional caps determined by their ancestry. See the Beast Ability Scores table for information on SP costs.

Skills. A beast can spend 2 SP to raise the rank of a skill or specialization by one and can only be used on rank Trained or lower skills and specializations.
A can can spend 1 SP to learn a knowledge skill or raise the rank of any knowledge skill they know by one.
At 6th level a can can spend 3 SP to increase rank of Adept skills and specializations.
At 10th level a can can spend 4 SP to increase rank of Expert skills and specializations.
At 14th level a can can spend 5 SP to increase rank of Elite skills and specializations.

HP. A beast may gain 5 HP for 2 SP.

J Character 01 Beast Growth
Beast Growth
When a beast begins play or gains a level they gain an amount of SP. A beast can spend this SP to increase their own abilities and proficiencies. Beasts can spend their SP as follows.
J Character 01 Construct Caster Points
Construct Caster Points
Whenever a construct gains CP it all must be invested into Ki Capacity. All other Caster Tracks provide no bonuses to a construct.
J Character 01 Construct Spellcasting
Construct Spellcasting
A construct is a cerebrate caster. Although a construct gains ki through their caster tracks they do not have any ability to use this ki and instead it must be channelled through arcanite charges or spirits. When a spirit is manifesting into a construct with construct spellcasting, the spirit ignores the requirement that both the host and spirit know a spell to cast it. The spirit also ignores the requirement that the construct be able to cast the spell with their branch and spell power being at requisite levels. When a spirit casts a spell they utilize the construct's ki. All other aspects of casting a spell in the material plane, including spellcasting ability modifier, spell effect rank, and branch rank are based on the spirit instead of the host.
 
J Defender Feats
These feats grant new features and actions for those with Shield Block and Shield Block-associated features.
J     Fundamental (Free)
J Character 01 Shield Block
Shield Block
Trigger: While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking up to 3 damage. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
J Character 02 Focused Breathing
Focused Breathing
Starting at 2nd level and every three levels thereafter, the amount of barrier you recover with Second Wind increases by 1d10.
J Character 02 Protect Ally
Protect Ally
You place your body between your friends and your enemies, protecting your allies against oncoming attacks. You choose one adjacent ally. That ally gains a +1 circumstance bonus to AC until the start of your next turn or until that ally is no longer adjacent to you, whichever comes first. You can only protect a single ally in this way. If you choose to Protect a different Ally, the previous ally loses the bonus to AC.
J Character 02 Second Wind
Second Wind
You have a limited well of stamina that you can draw on to regenerate your barrier. You regain barrier equal to 1d10 + your character level.
J Character 03 Blocking Expertise
Blocking Expertise
You are an expert at positioning your shield just right to block an incoming attack. When using Shield Block you reduce the damage taken by 4. Every four levels after 3rd, this damage reduction increases by 1.
J Character 03 Wary Fighter
Wary Fighter
Trigger: You are hit by an opportunity attack
You treat the attack as a failure.
J Character 05 Safeguard
Safeguard
You are exceptional at defending yourself. You add your full proficiency bonus to your AC with all types of armor proficiency. Normally, proficiency is not added to AC.
J Character 05 Steady Breath
Steady Breath
Defenders refuse to go down in battle. A defender's Second Wind lose the {character-traits.html#limited=limited} trait and instead gains the {character-traits.html#encounter=encounter} trait, allowing the ability to recover after a brief rest.
 
J Eidolon Feats
J     Fundamental (Free)
J Character

Ability Scores. A spirit may increase any of their ability scores at the cost of SP. Spirits have greater limitations on their ability score caps, able to gain a maximum of 30 in any ability score. See the Spirit Ability Scores table for information on SP costs.

Skills. A spirit can spend 2 SP to raise the rank of a skill or specialization by one and can only be used on rank Trained or lower skills and specializations.
A spirit can spend 1 SP to learn a knowledge skill or raise the rank of any knowledge skill they know by one.
At 6th level a spirit can spend 3 SP to increase rank of Adept skills and specializations.
At 10th level a spirit can spend 4 SP to increase rank of Expert skills and specializations.
At 14th level a spirit can spend 5 SP to increase rank of Elite skills and specializations.

Essence. A spirit may gain 5 Essence for 2 SP.

Branch Spells. A spirit may learn any spell from their chosen branch for 2 SP.

J Character

Ability Scores. A spirit may increase any of their ability scores at the cost of SP. Spirits have greater limitations on their ability score caps, able to gain a maximum of 30 in any ability score. See the Spirit Ability Scores table for information on SP costs.

Skills. A spirit can spend 2 SP to raise the rank of a skill or specialization by one and can only be used on rank Trained or lower skills and specializations.
A spirit can spend 1 SP to learn a knowledge skill or raise the rank of any knowledge skill they know by one.
At 6th level a spirit can spend 3 SP to increase rank of Adept skills and specializations.
At 10th level a spirit can spend 4 SP to increase rank of Expert skills and specializations.
At 14th level a spirit can spend 5 SP to increase rank of Elite skills and specializations.

Essence. A spirit may gain 5 Essence for 2 SP.

Branch Spells. A spirit may learn any spell from their chosen branch for 2 SP.

J Character 01 Eidolon Branch
Eidolon Branch
An Eidolon is forever linked to one of the core branches of their element. Choose a core branch from the spirit's element. Any spell from this branch no longer take up spell slots when they are centered. In addition, their chosen branch immediately improves to Elite.
J Character 01 Eidolon Forma
Eidolon Forma
An Eidolon gains a form to represent their physical shape. You gain one Forma feat of your choice. A spirit can only ever have one forma feat.
J Character 01 Spirit Cantrips
Spirit Cantrips
A spirit begins play knowing Arcane Bolt, Arcane Burst, and Arcane Strike.
J Character 01 Spirit Effect
Spirit Effect
Some spirit features require a spirit to make a Spirit Effect check. A spirit's Spirit Effect check is equal to their Spell Effect modifier + their Spirit Effect rank.
J Character 01 Spirit Growth
Spirit Growth
When a spirit begins play or gains a level they gain an amount of SP. A spirit can spend this SP to increase their own abilities and proficiencies. Spirits can spend their SP as follows.
J Character 01 Spirit Spellcasting
Spirit Spellcasting
A spirit is an ethereal caster. Although a spirit gains ki through their caster tracks they do not have any ability to use this ki. It is instead used for the purposes of calculating essence. A spirit can cast spells normally while in the spirit realm through spirit realm casting rules. Once in the material plane spirits can only cast spells while manifested into a creature with the ability to utilize ki. While manifesting in this way, a spirit can only cast spells that both the host and the spirit know. The spirit and host must also be able to cast the spell, therefore they both must have requisite branch rank and spell power. Only the spirit needs to have the spells prepared in spell slots to have a shorter cast time. All other aspects of casting a spell in the material plane are based on the creature the spirit has manifested into. This includes their spellcasting ability modifier, spell effect rank, and branch rank.
J Character 02 Creature Manifest
Creature Manifest
A spirit can take 1 minute manifesting into the material plane by inserting itself into a creature. The target creature must not have an elemental aspect. A spirit manifesting into a creature gains the senses of the creature and can communicate with their host through thoughts as long as both share a language. While manifesting in a creature, a spirit has no action points. The host creature can give their actions to the host spirit to allow them to act and use spirit abilities. A spirit can always use the Release Manifest action.
J Character 02 Imbue Barrier
Imbue Barrier
Requirement: The target must have no barrier.
A spirit can grant a creature they've manifested into their barrier. The target replaces their barrier with the spirit's barrier. Any barrier AC is based on the spirit's barrier AC. Any damage to barrier the creature takes is also taken by the spirit's own barrier.
J Character 02 Release Manifest
Release Manifest
A spirit leaves the target of its manifestation and returns to the spirit realm in the same location it was in the material plane.
J Character 03 Object Manifest
Object Manifest
A spirit can take 1 minute manifesting into the material plane by inserting itself into an object. From within an object, the spirit can see and hear out to 5 ft. around themselves.
 
J Esper Feats
J     Fundamental (Free)
J Character

Ability Scores. A spirit may increase any of their ability scores at the cost of SP. Spirits have greater limitations on their ability score caps, able to gain a maximum of 30 in any ability score. See the Spirit Ability Scores table for information on SP costs.

Skills. A spirit can spend 2 SP to raise the rank of a skill or specialization by one and can only be used on rank Trained or lower skills and specializations.
A spirit can spend 1 SP to learn a knowledge skill or raise the rank of any knowledge skill they know by one.
At 6th level a spirit can spend 3 SP to increase rank of Adept skills and specializations.
At 10th level a spirit can spend 4 SP to increase rank of Expert skills and specializations.
At 14th level a spirit can spend 5 SP to increase rank of Elite skills and specializations.

Essence. A spirit may gain 5 Essence for 2 SP.

Branch Spells. A spirit may learn any spell from their chosen branch for 2 SP.

J Character

Ability Scores. A spirit may increase any of their ability scores at the cost of SP. Spirits have greater limitations on their ability score caps, able to gain a maximum of 30 in any ability score. See the Spirit Ability Scores table for information on SP costs.

Skills. A spirit can spend 2 SP to raise the rank of a skill or specialization by one and can only be used on rank Trained or lower skills and specializations.
A spirit can spend 1 SP to learn a knowledge skill or raise the rank of any knowledge skill they know by one.
At 6th level a spirit can spend 3 SP to increase rank of Adept skills and specializations.
At 10th level a spirit can spend 4 SP to increase rank of Expert skills and specializations.
At 14th level a spirit can spend 5 SP to increase rank of Elite skills and specializations.

Essence. A spirit may gain 5 Essence for 2 SP.

Branch Spells. A spirit may learn any spell from their chosen branch for 2 SP.

J Character 01 Esper Branch
Esper Branch
An Esper is forever linked to one of the core branches of their element. Choose a core branch from the spirit's element. Any spell from this branch no longer take up spell slots when they are centered.
J Character 01 Esper Forma
Esper Forma
An Esper gains a form to represent their physical shape. You gain one Forma feat of your choice. A spirit can only ever have one forma feat.
J Character 01 Spirit Cantrips
Spirit Cantrips
A spirit begins play knowing Arcane Bolt, Arcane Burst, and Arcane Strike.
J Character 01 Spirit Effect
Spirit Effect
Some spirit features require a spirit to make a Spirit Effect check. A spirit's Spirit Effect check is equal to their Spell Effect modifier + their Spirit Effect rank.
J Character 01 Spirit Growth
Spirit Growth
When a spirit begins play or gains a level they gain an amount of SP. A spirit can spend this SP to increase their own abilities and proficiencies. Spirits can spend their SP as follows.
J Character 01 Spirit Spellcasting
Spirit Spellcasting
A spirit is an ethereal caster. Although a spirit gains ki through their caster tracks they do not have any ability to use this ki. It is instead used for the purposes of calculating essence. A spirit can cast spells normally while in the spirit realm through spirit realm casting rules. Once in the material plane spirits can only cast spells while manifested into a creature with the ability to utilize ki. While manifesting in this way, a spirit can only cast spells that both the host and the spirit know. The spirit and host must also be able to cast the spell, therefore they both must have requisite branch rank and spell power. Only the spirit needs to have the spells prepared in spell slots to have a shorter cast time. All other aspects of casting a spell in the material plane are based on the creature the spirit has manifested into. This includes their spellcasting ability modifier, spell effect rank, and branch rank.
J Character 02 Creature Manifest
Creature Manifest
A spirit can take 1 minute manifesting into the material plane by inserting itself into a creature. The target creature must not have an elemental aspect. A spirit manifesting into a creature gains the senses of the creature and can communicate with their host through thoughts as long as both share a language. While manifesting in a creature, a spirit has no action points. The host creature can give their actions to the host spirit to allow them to act and use spirit abilities. A spirit can always use the Release Manifest action.
J Character 02 Imbue Barrier
Imbue Barrier
Requirement: The target must have no barrier.
A spirit can grant a creature they've manifested into their barrier. The target replaces their barrier with the spirit's barrier. Any barrier AC is based on the spirit's barrier AC. Any damage to barrier the creature takes is also taken by the spirit's own barrier.
J Character 02 Release Manifest
Release Manifest
A spirit leaves the target of its manifestation and returns to the spirit realm in the same location it was in the material plane.
J Character 03 Object Manifest
Object Manifest
A spirit can take 1 minute manifesting into the material plane by inserting itself into an object. From within an object, the spirit can see and hear out to 5 ft. around themselves.
 
J Fighter Feats
J     Fundamental (Free)
J Character 01 Combat Superiority
Combat Superiority
You gain one superiority die, which is a d6. This die can be used to use actions with the {character-traits.html#maneuver=Maneuver} trait.
J Character 02 Fighter Superiority
Fighter Superiority
A fighter is a master of combat. At 2nd level and every 3 levels thereafter, you gain an extra superiority die.
J Character 03 Power Strike
Power Strike
You unleash a particularly powerful attack that clobbers your foe. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
J Character 04 Maneuver Master
Maneuver Master
A fighter gains many more combat maneuvers. At 4th level and every five levels thereafter, you gain one archetype or combat feat with the maneuver trait.
J Character 05 Superior Prowess
Superior Prowess
A fighter is defined by their use of maneuvers in battle. A fighter's superiority dice lose the {character-traits.html#limited=limited} trait and instead gain the {character-traits.html#encounter=encounter} trait, allowing all of their superiority dice to recover after a brief rest.
J Character 05 Deadly Power Strike
Deadly Power Strike
A fighter can add even more strength into their power strikes. Increase the number of damage dice power strike adds by one at 5th level and again by one at 15th level.
J Character 05 Deadly Maneuvers
Deadly Maneuvers
A fighter adds more power behind their maneuvers. Whenever a fighter uses an action with the {character-traits.html#maneuver=maneuver} trait, it costs two actions, and it deals weapon damage, the fighter deals an extra die of weapon damage.
J Character 06 Swift Power Strike
Swift Power Strike
A fighter's power strike becomes a dangerously fast blow. You may reduce the action cost of Power Strike to 1 action however doing so grants it the Round trait, preventing it from being used again in the round.
 
J Investigator Feats
These feats grant new features and actions for those with Strategize and Strategize-associated features.
J     Fundamental (Free)
J Character 01 Strategic Strike
Strategic Strike
Requirement: You must have used Strategize this round, the last target was a creature, and you have a Strategize die.
When you strike carefully and with forethought, you deal a telling blow. Make a Strike against your Strategize target that uses your Intelligence modifier for attack and damage over Strength or Dexterity, using the roll you made with Strategize. The weapon must be your unarmed strike, have the finesse trait, or be a ranged weapon. On hit, you deal an additional 1d6 weapon damage. The damage of Strategic Strike increases as you level. At 7th level and every five levels thereafter, increase the number of dice by one.
J Character 01 Strategize
Strategize
You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature or cluster of objects within a 10 foot square that you can see and roll a Strategize Die, a d20. If you use Strategize again this round, you lose the previous roll if it is unspent and you lose your last target. You have a +1 bonus on all Investigation checks against your strategize target until the end of your turn.
J Character 02 Strategic Seek
Strategic Seek
Requirement: You must have used Strategize this round, the last target was an area of objects, and you have a Strategize die.
You carefully seek out an object. Use the {character-skills.html#Seek=Seek} action against your Strategize target, using the roll you made with Strategize and add half your Intelligence modifier to the result.
J Character 03 Assess Motive
Assess Motive
Requirement: You must have used Strategize this round, the last target was a creature, and you have a Strategize die.
You carefully deduce a creature's motivations. Use the {character-skills.html#SenseMotive=Sense Motive} action against your Strategize target, using the roll you made with Strategize and add half your Intelligence modifier to the result.
J Character 04 Deadly Strategy
Deadly Strategy
Investigators are especially skilled at exploiting weaknesses in their enemies. At 4th level and every five levels thereafter, increase the number of dice by one.
J Character 04 Intuit Presence
Intuit Presence
You can use your Investigation instead of Perception when using the {character-skills.html#SensePresence=Sense Presence} action.
J Character 05 Ongoing Strategy
Ongoing Strategy
You're constantly studying small aspects of everyone's movements, even if you don't have a stratagem in place ahead of time. On any Strike for which you didn't use your Strategize die, you still deal weapon damage equal to your number of strategic strike damage dice so long as the weapon or unarmed attack you used is one that would have let you use your Intelligence modifier.
 
J Pugilist Feats
These feats grant new features and actions for those with Chakra and Chakra-associated features.
J     Fundamental (Free)
J Character 01 Martial Artist
Martial Artist
Your fists are a deadly weapon. At 1st level you gain the Unarmed Fighting feat. If you already have this feat, you instead gain a General feat of your choice. Your proficiency rank in brawling becomes adept. At 4th level your proficiency rank in brawling becomes expert, At 9th level they raise to elite, and at 13th level they become master.
J Character 01 Chakra
Chakra
You have unparallelled control over your chakras, centers of ki within your body. At the start of your turn if you have no Chakras active you open one Chakra. While a Chakra is open, the first unarmed strike you make on your turn gains a +1 bonus to attack. You can expend your Chakras on actions with the Chakra trait.
J Character 01 Flurry of Blows
Flurry of Blows
Close a Chakra to make a melee Strike with an unarmed attack. This strike ignores Multiple Attack Penalty but increases it as per normal.
J Character 01 Precision Attack
Precision Attack
You now can add your Dexterity modifer instead of your Strength modifier to damage with finesse weapons and brawling.
J Character 02 Evasive Dash
Evasive Dash
Close a Chakra to Stride. This movement doesn't provoke Opportunity Attacks.
J Character 02 Patient Defense
Patient Defense
Close a Chakra to gain +2 AC until the start of your next turn.
J Character 03 Unarmored Movement
Unarmored Movement
Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases to 15 feet at 7th level, 20 feet at 13th level, and 25 feet at 17th level. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
J Character 03 Open Chakra
Open Chakra
With some concentration, you can open a chakra if you have none open.
J Character 04 Slow Fall
Slow Fall
You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Martial Artist level.
J Character 05 Deadly Flurry
Deadly Flurry
When you use your Flurry of Blows you make one additional unarmed Strike. At 11th level you make a second additional unarmed strike.
J Character 07 Forbidden Release
Forbidden Release
You center yourself to open more chakra gates. When you use this action you take 1d4 - 1 vitality damage. If your vitality is above zero and you have not fallen unconscious, your total opened chakras becomes three. The number of Chakras you can open with this action increases to four at 12th level and five at 17th level.
 
J Rogue Feats
These feats grant new features and actions for those with Sneak Attack and Sneak Attack-associated features.
J     Fundamental (Free)
J Character 01 Sneak Attack
Sneak Attack
You know how to strike subtly and exploit a foe’s distraction. You can deal an extra 1d6 weapon damage to one creature you hit with an attack if you have advantage on the attack roll or the creature is flatfooted. The attack must use a finesse, ranged weapon, or unarmed strike. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The damage of Sneak Attack increases as you level. At 5th level and every four levels thereafter, increase the number of dice by one.
J Character 02 Cunning Action
Cunning Action
Your quick thinking and agility allow you to move and act quickly. You gain the quickened condition, gain your extra action immediately, and can use the extra action for Hide, Sneak, Stride, or Step actions.
J Character 03 Deadly Sneak Attack
Deadly Sneak Attack
At 3rd level and every four levels thereafter, your sneak attack damage increases by 1d6.
J Character 03 Precision Attack
Precision Attack
You now can add your Dexterity modifer instead of your Strength modifier to damage with finesse weapons and brawling.
J Character 05 Uncanny Dodge
Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
J Character 08 Sly Striker
Sly Striker
You are always taking advantage of your foes' weaknesses. When you make a strike, have already used your sneak attack, and your target is flat footed to you, you deal half your sneak attack damage.
 
J Spellblade Feats
These feats grant new features and actions for those with Spellcharge and Spellcharge-associated features.
J     Fundamental (Free)
J Character 01 Spellcharge
Spellcharge
You expend ki in order to fuel your own magical abilities. For every 20 ki you expend as a part of this action, you gain 1 spellcharge. You can hold a maximum of 10 spellcharges. Whenever you complete a short or long rest, your spellcharges increase to your maximum. As long as you have at least 1 spellcharge, your barrier AC increases by 1.
J Character 02 Spellcharge Battery
Spellcharge Battery
At 2nd level and every two levels thereafter, your spellcharge maxmum increase by 5. In addition, whenever you complete a brief rest, your spellcharges return to their maximum.
J Character 02 Spellstrike
Spellstrike
When you use this action, make a melee Strike. On hit, expend a number of spellcharges up to your Spell Power level. For each spellcharge you expend, you deal an extra 1d6 damage.
J Character 03 Deadly Spellstrike
Deadly Spellstrike
When you use Spellstrike, if you expend at least 1 spellcharge, treat the bonus damage as if you spent 1 additional spellcharge. Every four levels after 3rd, treat your spellstrike as if you spent 1 additional spellcharge.
J Character 03 Spellshielding
Spellshielding
You channel some of your spellcharge back into your barrier. Expend a number of spellcharges up to your Spell Power level. For each spellcharge you expend, you heal 1d4 barrier.
J Character 05 Spellward Armor
Spellward Armor
At 5th level and every 5 levels thereafter, your bonus to AC from having spellcharge increases by 1.
J Character 06 Swift Spellstrike
Swift Spellstrike
A spellblade's ability to create spellstrikes becomes second nature. You may reduce the action cost of Spellstrike to 1 action however doing so grants it the Round trait, preventing it from being used again in the round.
 
J Thaumaturge Feats
J     Fundamental (Free)
J Character 01 Arcane Bolt
Arcane Bolt
You learn the {spells-all-spells-by-branch.html#ArcaneBolt=Arcane Bolt} cantrip.
J Character 01 Ether Sense
Ether Sense
You attune yourself to the ethereal plane allowing you to see any nearby spirits within 30 feet. While the stance is active you can use actions with the extrasensory trait.
J Character 01 Ethereal Voice
Ethereal Voice
Requirement: You must be in an ether-sensitive state.
As part of this action you Cast a Spell to cast the {spells-all-spells-by-branch.html#SpiritBeacon=Spirit Beacon} spell. The cast time is ignored.
J Character 03 Improved Surge
Improved Surge
You gain the Quick Surge feat. If you already have this feat, you instead gain a General feat of your choice. Whenever you use the Surge action, you reduce any vitality damage by 1.
J Character 05 Planes Walker
Planes Walker
Requirement: You must be in an ether-sensitive state.
As part of this action you Cast a Spell to cast the {spells-all-spells-by-branch.html#SpiritWalk=Spirit Walk} spell. The cast time is ignored and the only target can be yourself.
 
J Warrior Feats
These feats grant new features and actions for a creature with the Ethereal Mantle feature.
J     Fundamental (Free)
J Character 01 Ethereal Mantle
Ethereal Mantle
You pull natural magicks around you as a cloak to defend yourself. For 1 minute, you gain the following benefits if you aren’t wearing heavy armour: • At the start of your turn, you heal 1d6 barrier. • You can use actions with the extrasensory trait. • You can't use actions with the concentrate trait while your ethereal mantle is active.
J Character 02 Unarmored Defense
Unarmored Defense
While you are not wearing armor you may increases your unarmored AC by your Constitution Modifier. You are treated as if you are equipped with Light Armor while this effect is active. This means you cannot benefit from barrier AC while this feature is active.
J Character 03 Deflecting Mantle
Deflecting Mantle
Requirement: You must not be wielding a shield.
Your mantle helps protect against physical attacks. While your Ethereal Mantle is active, you have resistance 5 to ballistic, bludgeoning, piercing, and slashing damage.
J Character 04 Fast Movement
Fast Movement
Your speed increases by 10 feet while you aren’t wearing heavy armor.
J Character 05 Safeguard
Safeguard
You are exceptional at defending yourself. You add your full proficiency bonus to your AC with all types of armor proficiency. Normally, proficiency is not added to AC.
J Character 05 Vital Mantle
Vital Mantle
With a surge of willpower you cloak yourself in ether once more. Take 1 Vitality damage. If your vitality is above zero and you have not fallen unconscious, you regain one use of your Ethereal Mantle.
J Character ~ Wary Fighter
Wary Fighter
Trigger: You are hit by an opportunity attack
You treat the attack as a failure.
 
J Watcher Feats
J     Fundamental (Free)
J Character 01

Ability Scores. A spirit may increase any of their ability scores at the cost of SP. Spirits have greater limitations on their ability score caps, able to gain a maximum of 18 in any ability score. See the Spirit Ability Scores table for information on SP costs.

Skills. A spirit can spend 2 SP to raise the rank of a skill or specialization by one and can only be used on rank Trained or lower skills and specializations. Watchers can only train skills that are based on intelligence, wisdom, or charisma ability scores.
A spirit can spend 1 SP to learn a knowledge skill or raise the rank of any knowledge skill they know by one.
At 6th level a spirit can spend 3 SP to increase rank of Adept skills and specializations.
At 10th level a spirit can spend 4 SP to increase rank of Expert skills and specializations.

Languages. A spirit may learn a language for 3 SP.

J Character 01

Ability Scores. A spirit may increase any of their ability scores at the cost of SP. Spirits have greater limitations on their ability score caps, able to gain a maximum of 18 in any ability score. See the Spirit Ability Scores table for information on SP costs.

Skills. A spirit can spend 2 SP to raise the rank of a skill or specialization by one and can only be used on rank Trained or lower skills and specializations. Watchers can only train skills that are based on intelligence, wisdom, or charisma ability scores.
A spirit can spend 1 SP to learn a knowledge skill or raise the rank of any knowledge skill they know by one.
At 6th level a spirit can spend 3 SP to increase rank of Adept skills and specializations.
At 10th level a spirit can spend 4 SP to increase rank of Expert skills and specializations.

Languages. A spirit may learn a language for 3 SP.

J Character 01 Spirit Cantrips
Spirit Cantrips
A spirit begins play knowing Arcane Bolt, Arcane Burst, and Arcane Strike.
J Character 01 Spirit Effect
Spirit Effect
Some spirit features require a spirit to make a Spirit Effect check. A spirit's Spirit Effect check is equal to their Spell Effect modifier + their Spirit Effect rank.
J Character 01 Spirit Growth
Spirit Growth
When a spirit begins play or gains a level they gain an amount of SP. A spirit can spend this SP to increase their own abilities and proficiencies. Spirits can spend their SP as follows.
J Character 01 Spirit Spellcasting
Spirit Spellcasting
A spirit is an ethereal caster. Although a spirit gains ki through their caster tracks they do not have any ability to use this ki. It is instead used for the purposes of calculating essence. A spirit can cast spells normally while in the spirit realm through spirit realm casting rules. Once in the material plane spirits can only cast spells while manifested into a creature with the ability to utilize ki. While manifesting in this way, a spirit can only cast spells that both the host and the spirit know. The spirit and host must also be able to cast the spell, therefore they both must have requisite branch rank and spell power. Only the spirit needs to have the spells prepared in spell slots to have a shorter cast time. All other aspects of casting a spell in the material plane are based on the creature the spirit has manifested into. This includes their spellcasting ability modifier, spell effect rank, and branch rank.
J Character 02 Creature Manifest
Creature Manifest
A spirit can take 1 minute manifesting into the material plane by inserting itself into a creature. The target creature must not have an elemental aspect. A spirit manifesting into a creature gains the senses of the creature and can communicate with their host through thoughts as long as both share a language. While manifesting in a creature, a spirit has no action points. The host creature can give their actions to the host spirit to allow them to act and use spirit abilities. A spirit can always use the Release Manifest action.
J Character 02 Imbue Barrier
Imbue Barrier
Requirement: The target must have no barrier.
A spirit can grant a creature they've manifested into their barrier. The target replaces their barrier with the spirit's barrier. Any barrier AC is based on the spirit's barrier AC. Any damage to barrier the creature takes is also taken by the spirit's own barrier.
J Character 02 Release Manifest
Release Manifest
A spirit leaves the target of its manifestation and returns to the spirit realm in the same location it was in the material plane.
J Character 03 Object Manifest
Object Manifest
A spirit can take 1 minute manifesting into the material plane by inserting itself into an object. From within an object, the spirit can see and hear out to 5 ft. around themselves.
J Character 05 Esper Ascension
Esper Ascension
Sometimes a watcher spirit gains enough of a sense of self to break past its limitations and reveal its true nature. A watcher spirit can spend 1 day in the spirit realm gathering ether. Once this time has elapsed, they replace all of their levels in Watcher with equal levels in Esper. A spirit loses all features, feats, growths, and proficiencies, including this feature, when performing this transition.
 
J Wizard Feats
These feats grant new features and actions for those with Ideation and Ideation-associated features.
J     Fundamental (Free)
J Character 01 Calculated Surge
Calculated Surge
You focus yourself to recover your ki without overexertion. You can take the Surge action but instead of taking 1d4 vitality damage you instead take 1 vitality damage.
J Character 01 Ideation
Ideation
Sometimes a solution requires a moment of brilliance in order to spark a genius idea. These sparks of genius come in the form of ideations - moments of insight to form a new idea. You begin each day with 1 Ideation. Whenever you use the Recall Knowledge action you can spend an ideation to add 1d10 to the result.
J Character 01 Mana Font
Mana Font
Your spark of genius allows you to manipulate ether with the slightest amount of ki to create a spell effect you desire. You can expend an ideation to then immediately use the Cast a Spell action. The mana cost of the spell is reduced to zero. If you do not use the Cast a Spell action after this action, the ideation is lost.
J Character 02 Wizard's Studies
Wizard's Studies
Wizards are bearers of ecclectic knowledge gained through careful . Starting at 2nd level and every two levels thereafter, a wizard can learn a new spell or become adept in a new knowledge skill.
J Character 02 Bountiful Ideas
Bountiful Ideas
A wizard is able to conjure up new ideas quickly. A wizard gains an additional number of ideations equal to your intelligence modifier (minimum 1).
J Character 02 Inspired Knowledge
Inspired Knowledge
Digging deep, you try to recall something important. You can expend an ideation to gain advantage on your next Recall Knowledge check this round.
J Character 03 Improved Surge
Improved Surge
You gain the Quick Surge feat. If you already have this feat, you instead gain a General feat of your choice. Whenever you use the Surge action, you reduce any vitality damage by 1.
J Character 05 Sustaining Magic
Sustaining Magic
You push your concentration into extreme lengths to keep important magic sustained. Expend an ideation then choose one spell with a sustained duration you have in effect. The duration of that spell continues until for 1 minute or until the max limit, whichever is shorter.
 
J General Feats
J   Combat Feats
Feats with the combat trait improve your battle prowess or gives you new actions for a skill. A feat with this trait can be selected when a class grants a combat feat or general feat.
J     Base
J Character 01 Inspiring Leader
Inspiring Leader
Prerequisites: Charisma 13 or higher
 
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary barrier equal to your level + your Charisma modifier. A creature can’t gain temporary barrier from this feat again until it has finished a short or long rest.
J     Action
J Character 01 Exacting Strike
Exacting Strike
You make a controlled attack, fully accounting for your momentum. Make a Strike. The Strike gains the following failure effect.
Failure: This attack does not count toward your multiple attack penalty.
J Character 01 Lunge
Lunge
You can increase your reach by 5 feet for the rest of your turn. Doing so grants you a -2 penalty on all attack rolls this turn.
J Character 01 Sudden Charge
Sudden Charge
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
J Character 01 Take Aim
Take Aim
Requirement: You must be wielding a bow.
You concentrate on aiming your next attack. Your next attack is made without Multiple Attack Penalty but still contributes to the increasing penalty.
J Character 02 Assisting Shot
Assisting Shot
Requirement: You are wielding a ranged weapon.
With a quick shot, you interfere with a foe in combat. Make a Strike with a ranged weapon. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit.
J Character 04 Barreling Charge
Barreling Charge
Prerequisites: Trained in Athletics
 
You rush forward, moving enemies aside to reach your foe. You Stride, attempting to move through your enemies' spaces and make a melee Strike. Roll an Athletics check and compare the result to the Strength saving throw of each creature whose space you attempt to move through during your Stride, moving through its space on a success but ending your movement before entering its space on a failure. You can use Barreling Charge to Burrow, Climb, Fly, or Swim instead of Stride, as long as you have the corresponding movement type.
J Character 04 Double Shot
Double Shot
Requirement: You are wielding a ranged weapon.
You shoot twice in blindingly fast succession. Make two Strikes, each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
J Character 04 Dual-Handed Assault
Dual-Handed Assault
Requirement: You are wielding a one-handed melee weapon and have a free hand.
You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent. Make a Strike with the required weapon. You quickly switch your grip during the Strike in order to make the attack with two hands. Increase the weapon damage die by one step for this attack. When the Strike is complete, you resume gripping the weapon with only one hand. This action doesn't end any stance or fighter feat effect that requires you to have one hand free.
J Character 04 Interception
Interception
Requirement: You must be wielding a shield or a melee weapon
When a creature you can see hits a target that is within 5 feet of you with an attack, you can reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage).
J Character 04 Quick Reversal
Quick Reversal
Requirement: You are flanked by at least two enemies.
You turn your foes’ flanking against them with a quick reverse. Make a melee Strike against one of the flanking enemies and make a second Strike with the same weapon or unarmed attack against a different enemy that is flanking you. This second Strike has the same multiple attack penalty of the initial attack and doesn’t count toward your multiple attack penalty.
J Character 06 Triple Shot
Triple Shot
Prerequisites: Double Shot
 
You can quickly fire multiple shots with greater control. When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged Strikes instead of two. If you do, the penalty is –4. All attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made all of them.
J Character 08 Incredible Aim
Incredible Aim
By spending a moment to focus, you can ensure your attack strikes true. Make a ranged weapon Strike. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target’s concealed condition.
J Character 08 Leaping Strike
Leaping Strike
You make an impressive leap and swing while you soar. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed.
J Character 10 Debilitating Shot
Debilitating Shot
Aiming for a weak point, you impede your foe with a precise shot. Make a ranged weapon Strike. If it hits and deals damage, the target is staggered 1 until the end of its next turn.
J Character 12 Spring Attack
Spring Attack
Springing away from one foe, you Strike at another. Stride up to your Speed, but you must end that movement within melee reach of a different enemy. At the end of your movement, make a melee Strike against an enemy now within reach. You can use Spring Attack while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
J Character 14 Desperate Finisher
Desperate Finisher
You throw everything into one last press. Use a single action that you know with the press trait as part of Desperate Finisher.
J     Critical
J Character 01 Critical Crusher
Critical Crusher
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the end of your next turn.
J Character 01 Critical Follow Up
Critical Follow Up
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one Strike action. This attack does not increase Multiple Attack Penalty.
J Character 01 Critical Piercer
Critical Piercer
When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
J Character 01 Critical Slasher
Critical Slasher
When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
J     Defender
These feats grant new features and actions for those with Shield Block and Shield Block-associated features.
J Character 06 Reflexive Shield
Reflexive Shield
You can use your shield to fend off the worst of area effects and other damage. When you Raise your Shield, you gain your shield's circumstance bonus to Dexterity saves. If you have the Shield Block reaction, damage you take as a result of a Dexterity save can trigger that reaction, even if the damage isn't physical damage.
J Character 06 Shield Warden
Shield Warden
Prerequisites: Shield Block
 
You use your shield to protect your allies. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.
J Character 10 Quick Shield Block
Quick Shield Block
Prerequisites: Shield Block
 
You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.
J     Fighting Style
J Character 01 Blind Fighting
Blind Fighting
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
J Character 01 Dual Wielder
Dual Wielder
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. You can also draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
J Character 01 Keen Shot
Keen Shot
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls and your ranged weapon attacks ignore half cover and three-quarters cover.
J Character 01 Unarmed Fighting
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
J Character 04 Quick Draw
Quick Draw
You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.
J Character 04 Skirmisher
Skirmisher
When you make a melee attack against a creature, whether you hit or not, you don’t provoke opportunity attacks from that creature for the rest of the turn.
J Character 06 Cleave
Cleave
Trigger: Your melee Strike kills a creature or knocks it unconscious, and another foe is adjacent to that creature.
You swing clear through one foe and into another. Make a melee Strike against the second foe.
J Character 06 Friendly Toss
Friendly Toss
Prerequisites: Strength 18 or higher
 
Requirement: You are adjacent to an ally and have one or more hands free.
You toss your friends around the battlefield. Pick up an adjacent ally of your size or smaller and throw them to an unoccupied space you can see within 30 feet. Their movement doesn't trigger reactions. Your ally ends this movement on their feet and doesn't take damage from the fall. If your ally ends this movement within melee reach of at least one enemy, they can make a melee Strike against an enemy within their reach as a reaction.
J Character 08 Disorienting Opening
Disorienting Opening
You use your foes' openings to expose even greater weaknesses. When you hit a creature as part of an Attack of Opportunity, that creature becomes flat-footed until the start of your next turn.
J Character 10 Combat Reflexes
Combat Reflexes
You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to make an Opportunity Attack.
J     Investigator
These feats grant new features and actions for those with Strategize and Strategize-associated features.
J Character 02 Shared Stratagem
Shared Stratagem
Prerequisites: Strategize
 
When you hit a creature with an attack on which you substituted your attack roll due to Stratagize, designate one ally. The creature you hit is flat-footed to that ally on the next attack the designated ally makes against that creature before the start of your next turn.
J Character 02 Strategic Assessment
Strategic Assessment
Prerequisites: Strategize
 
You learn your foes' strengths and weaknesses by watching them move. When you critically hit a creature with a Strike on which you substituted your attack roll due to Strategize, the GM chooses one of the following pieces of information about the enemy to tell you. - Which of the enemy's weaknesses is highest - Which of the enemy's resistances is highest - Which of the enemy's saving throws is lowest - One immunity the enemy has The GM can choose deliberately or at random, but they can't choose information that doesn't apply (such as choosing an immunity for an enemy that has no immunities). This applies only the first time you critically hit a given creature.
J     Luck
J Character 01 Determination
Determination
You are filled with a determination that can draw the unreachable within your reach. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage.
J Character 01 Lucky
Lucky
You have inexplicable luck that seems to kick in at just the right moment. You gain a luck point. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You regain your expended luck points when you finish a long rest.
J Character 02 More Luck
More Luck
Prerequisites: Lucky
 
You gain 2 additional luck points.
J Character 04 Unlucky
Unlucky
Prerequisites: Lucky
 
Trigger: An attack roll is made against you or an ally.
Spend a luck point. Roll a d20, and then choose whether the triggering attack uses the attacker’s roll or yours.
J     Maneuver
These feats grant additional actions that can be used in combat. They all require that superiority dice be spent in order to use them.
J Character 01 Ambush
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.
J Character 01 Brace
Brace
When an enemy you can see moves within 5 feet of you, you can expend one superiority die and make a melee strike against that creature, adding the following effects in addition to the normal effects of the Strike.
Critical Success: Roll your superiority die again and add both results to your damage.
Success: Deal extra damage equal to the roll on your superiority die.
J Character 01 Evasive Footwork
Evasive Footwork
Stride and expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
J Character 01 Extra Superiority
Extra Superiority
Prerequisites: Ability to use Superiority Dice
 
You gain two additional superiority dice.
J Character 01 Parry
Parry
When another creature damages you with a melee attack, you can expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
J Character 01 Riposte
Riposte
When a creature misses you with a melee attack, you can expend one superiority die to make a melee strike against that creature, adding the following effects in addition to the normal effects of the Strike.
Critical Success: Roll your superiority die again and add both results to your damage.
Success: Deal extra damage equal to the roll on your superiority die.
J Character 04 Distracting Strike
Distracting Strike
You strike as part of an elaborate diversion. Make a melee Strike. If it hits and deals damage, choose a friendly creature and roll your superiority die. That ally can use their reaction to attempt to {character-skills.html#CreateaDiversion=Create a Diversion} adding the number rolled to their check.
J Character 04 Restraining Strike
Restraining Strike
You maneuver to grapple a creature after striking them. Make a melee Strike. If it hits and deals damage, you can roll your superiority die then attempt to {character-skills.html#Grapple=Grapple} the creature you hit adding the number rolled to your check. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
J Character 06 Menacing Strike
Menacing Strike
You attack with ferocity to intimidate a foe. Make a melee Strike. If it hits and deals damage, you can roll your superiority die then attempt to {character-skills.html#Demoralize=Demoralize} the creature you hit adding the number rolled to your check.
J     Movement
J Character 01 Fleet
Fleet
Your speed increases by 5 feet.
J Character 08 Mobile Shot Stance
Mobile Shot Stance
Your shots become nimble and deadly. While you’re in this stance, your ranged Strikes don’t trigger Opportunity Attacks or other reactions that are triggered by a ranged attack. You can make Opportunity Attacks with a loaded ranged weapon you’re wielding. The triggering creature must be within 5 feet of you for you to do so.
J     Protection
J Character 01 Durable
Durable
Your barrier maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your barrier maximum increases by an additional hit point.
J Character 01 Shield Bash
Shield Bash
When you use the Raise a Shield action, you may also use the Shove action.
J Character 01 Tough
Tough
Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.
J Character 02 Armor Flexibility
Armor Flexibility
While wearing armor you reduce any skill check penalty by 2.
J Character 06 Armor Mastery
  Archetype   Combat   General
Armor Mastery
Choose a type of armor proficiency. You add half your proficiency bonus to your AC while wearing that type of armor. Normally, proficiency is not added to AC. If you already have a source to add your proficiency bonus to AC with the selected type of armor, this feat does not have any effect. You may select this feat multiple times, each time selecting a new armor proficiency.
J Character 06 Impassable Wall Stance
Impassable Wall Stance
You refuse to let foes past your guard. As long as you are in this stance, when you critically hit with an Attack of Opportunity triggered by a move action, you disrupt that move action.
J Character 10 Disruptive Stance
Disruptive Stance
The slightest distraction can provoke your wrath, and you’re prepared to foil enemies’ actions. As long as you are in this stance, you can use Attack of Opportunity when a creature within your reach uses a concentrate action, in addition to manipulate and move actions. Furthermore, you disrupt a triggering concentrate or manipulate action if your Strike hits (not only if it’s a critical hit).
J Character 12 Paragon's Guard
Paragon's Guard
Requirement: You are wielding a shield.
Once you've had a moment to set your stance, you always have your shield ready without a thought. While you are in this stance, you constantly have your shield raised as if you'd used the Raise a Shield action, as long as you meet that action's requirements.
J     Pugilist
These feats grant new features and actions for those with Chakra and Chakra-associated features.
J Character 02 Stunning Fist
Stunning Fist
Prerequisites: Flurry of Blows
 
The focused power of your flurry threatens to overwhelm your opponent. When you strike a target with your Flurry of Blows, you can try to stun the creature. If the Strike hits and deals damage, the target must succeed at a Constitution save against your spell effect DC or be stunned.
J Character 06 Exorcizing Strike
Exorcizing Strike
Prerequisites: Pugilist
 
Requirement: The target must have no barrier and have a spirit manifesting inside of it.
You can force spirits out of manifestation. Close a chakra then make an unarmed strike against a creature that meets the requrements. On success, the spirit is forced back into the spirit plane and cannot take a manifest trait action for 1 minute.
J Character 06 Water Step
Water Step
Prerequisites: Pugilist
 
Requirement: You have at least one open Chakra.
You can Stride across liquid and surfaces that don’t support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can’t support you, you fall in or it collapses as normal.
J Character 08 Wall Run
Wall Run
Prerequisites: Pugilist
 
Requirement: You have at least one open Chakra.
You defy gravity, traversing vertical planes as easily as the ground. Stride up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the Stride off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can Grab an Edge, if applicable). If you have Water Step or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall.
J     Range
J Character 06 Parting Shot
Parting Shot
Requirement: You are wielding a loaded ranged weapon or a ranged weapon without reload.
You jump back and fire a quick shot that catches your opponent off guard. You Step and then make a ranged Strike with the required weapon. Your target is flat-footed against the attack.
J     Rogue
These feats grant new features and actions for those with Sneak Attack and Sneak Attack-associated features.
J Character 01 Twist the Knife
Twist the Knife
Prerequisites: Sneak Attack
 
Requirement: Your last action was a melee Strike that dealt sneak attack damage.
After stabbing your opponent in a weak spot you quickly strike again. You deal weapon damage to the target equal to your maximized weapon damage die.
J Character 04 Analyze Weakness
Analyze Weakness
Prerequisites: Sneak Attack
 
You study a target for weaknesses so that you may deliver an attack with pinpoint accuracy. The next time you deal sneak attack damage to the chosen creature with a Strike before the end of your turn, add an additional 2d6 damage.
J Character 08 Debilitating Attack
Debilitating Attack
Prerequisites: Sneak Attack
 
Requirement: Your last action was a sneak attack.
You apply one of the following debilitations, which lasts until the end of your next turn. - The target takes an additional 2d6 weapon damage from your weapon attacks. - The target becomes flat-footed. - The target takes a –10-foot status penalty to its Speeds.
J     Senses
J Character 01 Alert
Alert
You are always on the lookout for danger. You can’t be surprised while you are conscious and other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
J Character 01 Dextrous Initiative
Dextrous Initiative
You may use Dexterity instead of Wisdom to calculate Initiative bonus.
J Character 01 Improved Initiative
Improved Initiative
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
J     Spellblade
These feats grant new features and actions for those with Spellcharge and Spellcharge-associated features.
J Character 01 Spell Parry
Spell Parry
Prerequisites: Spellshielding
 
Requirement: You have one or more hands free.
You infuse magical power into your body or armaments to parry both physical and magical assaults. You raise your guard, gaining a +1 circumstance bonus to AC and to saving throws against spells that target you until the start of your next turn, as long as you continue to meet the requirements.
J     Spellcharge
J Character 02 Emergency Ward
Emergency Ward
Prerequisites: Spellcharge
 
Trigger: An enemy hits you with a melee Strike or a melee spell attack roll, or you fail a save against an enemy's spell.
Requirement: You have at least 1 spellcharge
Your charged magic flares. You may immediately spend a spellcharge to gain +2 AC until the start of your next turn. The bonus applies to your defenses when determining the outcome of the triggering attack or spell.
J     Warrior
These feats grant new features and actions for a creature with the Ethereal Mantle feature.
J Character 01 Moment of Clarity
Moment of Clarity
Prerequisites: Ethereal Mantle
 
Requirement: Your ethereal mantle is active.
You split your concentration for a moment in order to think clearly. Until the end of this turn, you can use actions with the concentrate trait.
J Character 04 Wounded Mantle
Wounded Mantle
Prerequisites: Ethereal Mantle
 
Trigger: You take damage and are capable of activating your ethereal mantle.
You sneer at their confidence then activate your ethereal mantle.
J Character 08 Alacritous Mantle
Alacritous Mantle
Prerequisites: Ethereal Mantle
 
Your ethereal mantle makes you feel lighter and more nimble. While your ethereal mantle is active, your land speed increases by 10 feet.
J Character 08 Mantle of Protection
Mantle of Protection
Prerequisites: Ethereal Mantle
 
Requirement: Your ethereal mantle is active.
You can focus your mantle to help with resisting powerful effects. You have advantage on Dexterity saving throws until your ethereal mantle ends.
J     Weapon
These feats require specific weapons to be wielded in order to utilize them.
J Character 01 Axe Mastery
Axe Mastery
You are an elite of weapons in the axe weapon group. You gain a +1 bonus to attack rolls you make with these weapons and whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes slashing damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
J Character 01 Blade Mastery
Blade Mastery
You are an elite of weapons in the blade weapon group. You gain a +1 bonus to attack rolls you make with these weapons and when you make an opportunity attack with the weapon, you have advantage on the attack roll.
J Character 01 Break the Charge
Break the Charge
Prerequisites: Polearm Mastery
 
You can set your polearm to receive a charge. To use this reaction, you must first prepare by using an action during your turn to choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can't use this ability if the creature used a Step action to move into your threat.
J Character 01 Flail Mastery
Flail Mastery
You are an elite of weapons in the flail weapon group. You gain a +1 bonus to attack rolls you make with these weapons and when you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
J Character 01 Hammer Mastery
Hammer Mastery
You are an elite of weapons in the hammer weapon group. You gain a +1 bonus to attack rolls you make with these weapons and whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
J Character 01 Hammer Step
Hammer Step
Prerequisites: Hammer Mastery
 
Once per turn, when you hit a creature with a weapon in the Hammer weapon group, you can take the Step action for free.
J Character 01 Marksman's Snipe
Marksman's Snipe
Prerequisites: Rifle Mastery, Take Aim
 
When you use the Take Aim action, are using a rifle-type weapon, and are within short range of your weapon, you may take the Strike action with the weapon. If the attack hits, your weapon's damage dice are doubled.
J Character 01 Pistol Mastery
Pistol Mastery
You are an elite of weapons in the pistol weapon group. You gain a +1 bonus to attack rolls you make with these weapons and you can take the reload action with these weapons once per round for free.
J Character 01 Pistolero
Pistolero
Prerequisites: Pistol Mastery
 
Your training with pistols has proven to make you an exceptional shot. Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attack rolls with pistol-type weapons and firing at a target within short range with these weapons grants you a +1 bonus to the attack roll.
J Character 01 Polearm Bunt
Polearm Bunt
Prerequisites: Polearm Mastery
 
Once per turn when you take the Strike action and attack with a polearm-type weapon you can make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
J Character 01 Polearm Mastery
Polearm Mastery
You are an elite of weapons in the polearm weapon group. You gain a +1 bonus to attack rolls you make with these weapons and other creatures provoke an opportunity attack from you when they enter your reach. In addition, when you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)
J Character 01 Rifle Mastery
Rifle Mastery
You have eliteed weapons in the rifle weapon group and can attack targets with tremendous focus. You gain a +1 bonus on attack rolls when firing from short range with these weapons and if you have the Take Aim action and use it, you may also reload your weapon.
J Character 04 Bladed Parry
Bladed Parry
Prerequisites: Blade Mastery
 
On your turn, you can assume a parrying stance, provided you have a blade-type weapon in hand. Doing so grants you a +2 bonus to your AC until the start of your next turn or until you’re not holding the weapon.
J Character 04 Fell Handed
Fell Handed
Prerequisites: Axe Mastery
 
Whenever you have advantage on a melee attack roll you make with an axe-type weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
J Character 04 Shield Sweep
Shield Sweep
Prerequisites: Flail Mastery
 
You can prepare yourself to extend your flail to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail-type weapon gain a +2 bonus against any target using a shield.
J Character 18 Weapon Legend
Weapon Legend
Choose a weapon group in which your proficiency rank is master. It increases to legendary.
 
J   Dedication Feats
These feats provide dedication options available to any class regardless of archetype. Dedication feats represent focus into a type of fighting style, technique, magic, or something else. These feats can be selected when a class grants an archetype or general feat and some will allow skill or combat feats too.
J     Dandy
J Character 01 Dandy
Dandy
Prerequisites: Adept in Persuasion
 
You are a genteel master of style, culture, and decorum, aware of even the subtlest rules of etiquette. Whether you were born into status, acquired it later in life, or merely pretend to possess it, you look and act your part to manicured perfection. You become Adept in the {character-skills.html#MakeAnImpression=Make An Impression} specialization. If you are already adept in this specialization, you instead become adept in a specialization of your choice.
J Character 02 Distracting Flattery
Distracting Flattery
Prerequisites: Dandy
 
Trigger: You observe a target's attitude toward yourself or your allies decrease as a result of an ally's behavior.
You know how to maintain a good impression and manage your image, even while keeping uncouth company. Make a Deception check against the target's Charisma saving throw. Regardless of your result, the target is temporarily immune to your Distracting Flattery for 10 minutes.
Success: The target's attitude doesn't decrease as a result of your ally's social blunder.
Failure: The target's attitude decreases, as normal.
Critical Failure: Your attempt makes matters worse, decreasing the target's attitude toward you by one step, in addition to any changes from the behavior that triggered this reaction.
J Character 02 Never Tire
Never Tire
Prerequisites: Dandy
 
Trigger: You would gain the fatigued condition.
Requirement: You are observed by at least three creatures who aren't foes.
As long as you have an audience, you can continue to perform. Indeed, you must—you have an obligation to your fans! You delay the effects of the fatigued condition for 1 minute or until you are no longer observed by the required creatures, whichever comes first. If the fatigued condition has a duration, the duration begins to elapse only after the delay. You can't further delay or prevent the fatigued condition after this ability ends.
J Character 08 Fabricated Connections
Fabricated Connections
Prerequisites: Dandy
 
You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it. You can roll Deception in place of a different skill when attempting to Make an Impression or Request once per day.
J     Linguist
J Character 01 Linguist
Linguist
Prerequisites: Adept in Persuasion
 
Whether you study to further your own ambitions or simply out of fascination with the intricacies of language, your way with words is unparalleled. You gain the Multilingual feat.
J Character 02 Multilingual Cipher
Multilingual Cipher
Prerequisites: Linguist
 
You use multiple languages to create and break codes. You gain a +1 circumstance bonus to Decipher Writing. If another creature attempts to Decipher Writing you encoded, they take a –2 circumstance penalty unless they speak all the languages you used when you created the writing.
J Character 02 Phonetic Training
Phonetic Training
Prerequisites: Linguist
 
You can pronounce and repeat words with near-perfect accuracy even if you don't understand their meaning, and you can write them down in a phonetic script that allows you or another creature with Phonetic Training to read it later. Even if the words are in a language with sound you can't pronounce, you can faithfully transcribe them. Memorizing long sequences of words remains just as difficult as it is normally.
J Character 02 Spot Translate
Spot Translate
Prerequisites: Linguist
 
Trigger: Another creature within 60 feet uses a linguistic effect in a language you understand.
You interpret a creature's words, repeating their message in a different language that you know. If the triggering effect's targets speak either the original language or the one you translated into, they are affected.
J Character 04 Analyze Idiolect
Analyze Idiolect
Prerequisites: Linguist, Expert in Deception, Expert in Persuasion
 
You break down a specific individual's idiolect, memorizing their speech mannerisms and habits. If you interact with someone for at least 10 minutes, when you later attempt to Impersonate that individual, you gain a +4 circumstance bonus to your Deception checks and DCs. Due to the intense character study required, you can't remember more than one idiolect at a time.
J Character 08 Crude Communication
Crude Communication
Prerequisites: Linguist
 
Even if you don't speak a creature's language, you can rely on inflection, root words, and body language to infer rudimentary meaning. If you interact with a creature for at least 10 minutes and that creature can speak a language, the GM rolls a secret Persuasion check with a DC appropriate for the language's rarity. On a success, you understand the gist of the meaning and can communicate basic concepts back to the creature; on a failure, you are mistaken or communicate incorrect concepts. If you're legendary in Persuasion, you can communicate instantly without needing to attempt a Persuasion check; even if you didn't know the medium of communication the creature uses (speech, sign language, and so on), you intuit this information as soon as they try to communicate.
J     Loremaster
J Character 01 Loremaster
Loremaster
Prerequisites: Adept in Persuasion
 
Knowledge is power, and you labor in pursuit of that power. No matter the situation, you can usually procure some tidbit of knowledge to inform your actions. You specialize in secrets, both uncovering them and hiding them away, and your command of the written word borders on the supernatural. You gain three knowledge skills that become Adept proficiency.
J Character 02 Guiding Knowledge
Guiding Knowledge
Prerequisites: Loremaster
 
Trigger: You or an ally within 30 feet attempts a skill check to Recall Knowledge
You guide a creature to remembering prior knowledge. Roll the triggering Recall Knowledge skill check twice and use the better result.
J Character 08 Assured Knowledge
Assured Knowledge
Prerequisites: Loremaster
 
You can procure information with confidence. Whenever you Recall Knowledge you can forgo rolling your check to instead receive a result of 10 + your proficiency bonus (don't apply any other bonuses, penalties, or modifiers).
J     Pirate
J Character 01 Pirate
Pirate
Prerequisites: Adept in Intimidation
 
You live a life of freedom, taking by force and intimidation all that you desire. You may be a privateer, raiding and plundering on behalf of a particular nation or another authority, or you may answer to no one but your own capricious whims. Either way, you rely on intimidation, wits, and combat prowess to take what you want from those you deem less deserving. You become Adept in the {character-skills.html#Demoralize=Demoralize} specialization. If you are already adept in this specialization, you instead become adept in a specialization of your choice.
J Character 02 Rope Runner
Rope Runner
Prerequisites: Pirate, Trained in Acrobatics and Athletics
 
You run and climb across ropes and rigging almost as easily as on the ground. You gain a climb Speed of 15 feet, but only on ship's rigging or similar ropes. Whenever you succeed at an Athletics check to Climb a rope or an Acrobatics check to Balance on a rope, you get a critical success instead. You aren't flat-footed while Climbing or Balancing on a rope.
J Character 08 Walk the Plank
Walk the Plank
Prerequisites: Pirate
 
You frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to Demoralize an opponent. On a success, in addition to the normal effects, you can also force the target to Stride up to its Speed. You choose the path the target takes, and it does so as part of your Walk the Plank action. You can't force the target to move into a harmful space (one where it will take damage, fall, provoke reactions, or similar). The target then becomes temporarily immune to Walk the Plank for 24 hours.
J     Ranger
J Character 01 Ranger
Ranger
Prerequisites: Adept in Survival
 
Many long for the open road, but you prefer the trackless wild. You can find safe passage through the most inhospitable terrain in the world—icecaps, deserts, and similar environs are where you're comfortable. Your talents open untrod paths for you and help guide others through the wilderness. You gain the Favored Terrain feat.
J Character 02 Acclimatization
Acclimatization
Prerequisites: Ranger
 
Your time spent in the hostile parts of the world has inured you to extreme climates. In your favored terrain, you gain resistance equal to half your level to all environmental damage and are affected by temperature effects as though they were one step less severe (incredible heat or cold becomes extreme, extreme heat or cold becomes severe, and so on). When other creatures Follow the Expert with you as a guide in your favored terrain, they too treat temperature effects as one step less severe.
J Character 02 Sure Foot
Sure Foot
Prerequisites: Ranger
 
You know the secrets of moving in your favored terrain. You gain a +2 circumstance bonus to skill checks to move within your favored terrain, such as Acrobatics checks to Balance on ice, Athletics checks to Swim in rough water, Acrobatics checks to Fly in windy conditions, and so forth.
J Character 08 Terrain Master
Terrain Master
Prerequisites: Elite in Survival, Ranger, Favored Terrain
 
You adapt to your surroundings in any natural terrain. You can spend 1 day practicing in your current terrain in order to temporarily make it a favored terrain. If you spend a full day out of the new favored terrain, you lose this favored terrain.
J     Tyrant
J Character 01 Tyrant
Tyrant
Prerequisites: Adept in Intimidation
 
Tyrants seek glory above all else and revel in the subjugation of their enemies. It isn't enough for them to establish order. They must crush the forces that oppose them. You become Adept in the {character-skills.html#Demoralize=Demoralize} specialization. If you are already adept in this specialization, you instead become adept in a specialization of your choice.
J Character 01 You're Next
You're Next
Prerequisites: Tyrant
 
After downing a foe, you menacingly remind another foe that you’re coming after them next. Attempt a Demoralize action with a +2 bonus against a single creature that you can see and that can see you. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.
J Character 02 Conquering Presence
Conquering Presence
Prerequisites: Tyrant
 
As part of this action can use the Demoralize action on up to three targets.
J Character 04 Subjugation
Subjugation
Prerequisites: Tyrant
 
Those fearful of you remain in fear while in your pressence. When you successfully demoralize a creature the fear effect now lasts for 1 minute. At the end of the creature's turn they may make another Wisdom saving throw against a DC equal to 8 + your intimidation check.
J Character 06 Shatter Defenses
Shatter Defenses
Prerequisites: Tyrant
 
Your offense exploits your enemy's fear. Make a melee Strike against a frightened creature. If you hit and deal damage, the target becomes flat-footed until its frightened condition ends. If the target was already flat-footed to you when you damaged it with this Strike, it can't reduce its frightened value below 1 until the start of your next turn.
J Character 08 Paralyzing Fear
Paralyzing Fear
Prerequisites: Tyrant
 
Creatures shutter in fear from your presence. If a creature is frightened of you, its speed is reduced to 0 while within 10 feet of you.
J Character 10 Fearsome Brute
Fearsome Brute
Prerequisites: Tyrant
 
Fear makes your foes weak and more vulnerable to your attacks. You gain a +4 bonus to damage rolls for Strikes against frightened creatures.
 
J   Skill Feats
Skill feats improve your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat.
J     Base
J Character 01 Knowledge Training
  General   Skill
Knowledge Training
You gain three training increase. You can use each to either become trained in a knowledge skill in which you're untrained or become an adept in a knowledge skill in which they’re already trained. You can take this feat multiple times.
J Character 01 Multilingual
  General   Skill
Multilingual
You easily pick up new languages. You become Adept in two new languages, chosen from any you have access to. You can select this feat multiple times. Each time you learn two additional languages.
J Character 01 Skill Training
  General   Skill
Skill Training
You gain two skill increases. You can use an increase to raise the rank of a skill or specialization by one. If increasing a skill, the selected skill must be either untrained or trained. At 7th level, you can use this increase on adept skills. At 11th level, you can use this increase on expert skills. There is no limitation on specializations. This feat can be taken multiple times.
J Character 01 Upstage
Upstage
Trigger: A creature attempts a skill check and doesn't get a critical success.
After your foe has tried their best, you show everyone how it's really done. Attempt a check using the same skill that triggered this reaction with a +1 bonus. On failure you instead critically fail.
J     Acrobatics
J Character 01 Cat Fall
Cat Fall
Prerequisites: Trained in Acrobatics
 
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re an elite in Acrobatics, treat them as 50 feet shorter. If you’re master in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
J Character 01 Steady Balance
Steady Balance
Prerequisites: Trained in Acrobatics
 
You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Dexterity Saving Throw to Grab an Edge.
J Character 02 Nimble Crawl
Nimble Crawl
Prerequisites: Adept in Acrobatics
 
You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you’re an elite in Acrobatics, you can Crawl at full Speed, and if you’re legendary, you aren’t flat-footed while prone.
J Character 07 Kip Up
Kip Up
Prerequisites: Elite in Acrobatics
 
You stand up. This movement doesn’t trigger reactions.
J     Arcana
J Character 01 Recognize Spell
Recognize Spell
Prerequisites: Trained in Arcana
 
Trigger: A creature or object within line of sight casts a spell that you don’t have prepared. You must be aware of the casting.
If the spell is a common spell of power 2 or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 3 if you’re spell effect is at expert, 4 if you’re an elite, and 5 if you’re a master.
J     Arcana, Recognize Spell
J Character 07 Quick Recognition
Quick Recognition
Prerequisites: Expert in Arcana, Recognize Spell
 
You Recognize Spells swiftly. Once per round, you can Recognize a Spell as a free action.
J     Athletics
J Character 01 Armor Assist
Armor Assist
Prerequisites: Trained in Athletics
 
After your service aiding armored combatants, you are practiced in helping yourself and others don heavy gear. You can attempt an Athletics check with a DC determined by the GM (but usually 15 for common armor, DC 20 for uncommon armor, and DC 25 for rare armor) to halve the time you take to don armor. You can halve an ally's time to don armor by working with them to don the armor and succeeding at an Athletics check against the same DC.
J Character 01 Quick Jump
Quick Jump
Prerequisites: Trained in Athletics
 
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
J Character 02 Rapid Mantel
Rapid Mantel
Prerequisites: Adept in Athletics
 
You easily pull yourself onto ledges. When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge.
J Character 07 Quick Climb
Quick Climb
Prerequisites: Elite in Athletics
 
When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. If you’re a master in Athletics, you gain a climb Speed equal to your Speed.
J Character 07 Quick Swim
Quick Swim
Prerequisites: Elite in Athletics
 
You Swim 5 feet farther on a success and 10 feet farther on a critical success, to a maximum of your Speed. If you’re a master in Athletics, you gain a swim Speed equal to your Speed.
J Character 07 Wall Jump
Wall Jump
Prerequisites: Elite in Athletics
 
You can use your momentum from a jump to propel yourself off a wall. If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Furthermore, since your previous jump gives you momentum, you can use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity. You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use Wall Jump as many times as you can use consecutive jump actions in that turn.
J     Deception
J Character 01 Charming Liar
Charming Liar
Prerequisites: Trained in Deception
 
Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.
J Character 01 Lengthy Diversion
Lengthy Diversion
Prerequisites: Trained in Deception
 
When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).
J Character 02 Confabulator
Confabulator
Prerequisites: Adept in Deception
 
Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2. If you’re an elite in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all.
J     Disable Device
J Character 07 Quick Unlock
Quick Unlock
Prerequisites: Elite in Disable Device
 
You can Open Lock using 1 action instead of 2.
J     Disguise
J Character 02 Backup Disguise
Backup Disguise
Prerequisites: Adept in Disguise
 
You have a specific disguise that you keep at the ready, worn underneath your outer garment. You can use this action to change into this disguise to Impersonate.
J Character 02 Quick Disguise
Quick Disguise
Prerequisites: Adept in Disguise
 
You can set up a disguise in half the usual time (generally 5 minutes). If you’re an elite, it takes one-tenth the usual time (usually 1 minute). If you’re legendary, you can create a full disguise and Impersonate as a 3-action activity.
J     Intimidation
J Character 01 Group Coercion
Group Coercion
Prerequisites: Trained in Intimidation
 
When you Coerce, you can compare your Intimidation check result to the Wisdom Saving Throws of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re an elite, and 25 if you’re master.
J Character 01 Intimidating Glare
Intimidating Glare
Prerequisites: Trained in Intimidation
 
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
J Character 01 Quick Coercion
Quick Coercion
Prerequisites: Trained in Intimidation
 
You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.
J Character 07 Terrified Retreat
Terrified Retreat
Prerequisites: Elite in Intimidation
 
When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target must spend 1 action to move away from you each turn.
J     Investigator
These feats grant new features and actions for those with Strategize and Strategize-associated features.
J Character 01 Known Weaknesses
Known Weaknesses
Prerequisites: Strategize
 
Whenever you Strategize, you can also attempt a check to Recall Knowledge as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 bonus to your attack roll against that creature until the end of your turn.
J Character 01 That's Odd
That's Odd
Prerequisites: Strategize
 
When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious. You don't typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do.
J     Nature
J Character 07 Influence Nature
Influence Nature
Prerequisites: Elite in Nature
 
With patience and time, you can make bird calls, leave game trails, and ultimately influence the behavior of a certain type of animals in the region to favor and even aid you in the days to come. The GM determines the DC of any check required and the amount of time your work requires (usually at least a day or two of downtime). While you can't directly control how you've influenced nature, you can hope for certain effects, such as easier hunts or birds falling silent whenever danger is approaching.
J     Performance
J Character 01 Fascinating Performance
Fascinating Performance
Prerequisites: Trained in Performance
 
When you use a Performance skilled action, compare your result to the Wisdom Saving Throw of one observer. On success, the target is charmed by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to charm them. You must choose which creature you’re trying to charm before you roll your check, and the target is then temporarily immune for 1 hour. If you’re an expert in Performance, you can charm up to four observers; if you’re an elite, you can charm up to 10 observers; and if you’re master, you can charm any number of observers at the same time.
J Character 01 Impressive Performance
Impressive Performance
Prerequisites: Trained in Performance
 
Your performances inspire admiration and wins you fans. You can Influence using Performance instead of Diplomacy.
J     Persuasion
J Character 01 Courtly Graces
Courtly Graces
Prerequisites: Trained in Persuasion
 
You were raised among the aristocratic or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Persuasion to Influence an aristocrat, as well as with Impersonate to pretend to be an aristocrat if you aren’t one. If you want to impersonate a specific aristocrat, you still need to use Deception to Impersonate normally, and to Lie when necessary.
J Character 01 Group Influence
Group Influence
Prerequisites: Trained in Persuasion
 
When you Influence, you can compare your Persuasion check result to the Wisdom Saving Throws of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets increases to four if you’re an expert, 10 if you’re an elite, and 25 if you’re master.
J Character 01 Streetwise
Streetwise
Prerequisites: Trained in Persuasion
 
You know about life on the streets and feel the pulse of your local settlement. You can use your Persuasion modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Persuasion to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
J Character 07 Shameless Request
Shameless Request
Prerequisites: Elite in Persuasion
 
You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.
J     Smithing
J Character 04 Gold Infusion
Gold Infusion
Prerequisites: Adept in Smithing
 
You are abile to bind ethereal created materials so that they remain in the material plane by using gold. By using an amount of gold or CP equal to half the value of the material, you can meld gold into the ethereal material to make it not disappear once the spell's effect ends. This process requires 1 minute and a DC 20 Shape Metal check to perform correctly.
J     Stealth
J Character 02 Armored Stealth
Armored Stealth
Prerequisites: Adept in Stealth
 
You have learned techniques to adjust and modify your armor and movements to reduce the noise you make. When you wear non-noisy armor with which you are trained, your penalty to Stealth checks is reduced by 1 (to a minimum penalty of 0). If you're an elite in Stealth, reduce the penalty by 2, and if you're legendary, reduce the penalty by 3.
J Character 07 Foil Senses
Foil Senses
Prerequisites: Elite in Stealth
 
You are adept at foiling creatures' special senses and cautious enough to safeguard against them at all times. Whenever you use the Hide or Sneak actions, you are always considered to be taking precautions against special senses
J Character 07 Swift Sneak
Swift Sneak
Prerequisites: Elite in Stealth
 
You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
J     Survival
J Character 01 Experienced Tracker
Experienced Tracker
Prerequisites: Trained in Survival
 
Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re an elite in Survival, you don’t take the –5 penalty. If you’re master in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.
J     Thievery
J Character 01 Concealing Legerdemain
Concealing Legerdemain
Prerequisites: Trained in Thievery
 
Rather than hide an object somewhere the inspectors won't search, you're skilled at keeping the object on the move so it's never where they look. When you Conceal an Object of light Bulk or less, you can use Thievery instead of Stealth for your checks and for the DC of an active searcher's Perception check. You roll the check only once, but you must continue to use actions to Conceal an Object throughout the process.
J Character 01 Pickpocket
Pickpocket
Prerequisites: Trained in Thievery
 
You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re an elite in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.
J Character 01 Subtle Theft
Subtle Theft
Prerequisites: Trained in Thievery
 
When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception checks to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your undetected condition.
J     Warrior
These feats grant new features and actions for a creature with the Ethereal Mantle feature.
J Character 04 Ethercharged Athlete
Ethercharged Athlete
Prerequisites: Ethereal Mantle
 
Requirement: Your ethereal mantle is active.
Ether helps charge your physical capabilities . You gain a climb Speed and swim Speed equal to your land Speed and the DC of High Jumps and Long Jumps decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet.
 
J   Spell Feats
Spell feats allows you to increase your mastery over spellcasting. A feat with this trait can be selected when a class grants a spell feat or general feat.
J     Base
J Character 01 Branching Out
  General   Spell
Branching Out
You increase your proficiency rank in one branch by one. The normal limitations of increasing proficiency rank of branches still applies. This feat can be taken multiple times.
J Character 01 Dual Elementalist
Dual Elementalist
You have the ability to use two elements instead of one. Choose one additional element you can draw spells from.
J Character 01 Slot Support
  General   Spell
Slot Support
You gain 4 extra spell slots. This feat can be taken multiple times.
J Character 04 Quick Surge
Quick Surge
The Surge action now costs only one action point.
J Character 04 Signature Spell
Signature Spell
You’ve devoted much of your practice to eliteing one single spell. Choose one spell of power 2 or lower that you can cast. You can cast that spell at your maximum spell power level for no additional mana cost. When you gain a level you can choose a different spell this feat applies to.
J     Ether Sense
These feats grant new features and actions for those with Ether Sense and Ether Sense-associated features.
J Character 08 Murksight
Murksight
Prerequisites: Ether Sense
 
Your vision pierces through fog, mist, rain, and snow. You don't take circumstance penalties to ranged attacks or Perception checks caused by non-magical precipitation, and your targeted attacks don't require a flat check to succeed against a target concealed only by such effects.
J     Metamagic
Metamagic feats allows you to modify how some spells are cast.
J Character 01 Memory Casting
Memory Casting
When you cast a spell that expends mana, you can use the residual mana to help jog your memory. You may take the Recall Knowledge action as part of the casting of the spell and gain a +2 bonus to the check.
J Character 02 Careful Spell
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 metamagic charge and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
J Character 02 Distant Spell
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 metamagic charge to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 metamagic charge to make the range of the spell 30 feet.
J Character 02 Quickened Spell
Quickened Spell
If your next action is to cast a spell that is at least 1 power lower than your spell power, spend metamagic charges equal to the power to reduce the number of actions to cast it by 1 (minimum 1 action).
J Character 02 Seeking Spell
Seeking Spell
When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 metamagic charge to ignore the effects of half- and three-quarters cover against targets of the spell.
J Character 04 Conceal Spell
Conceal Spell
Hiding your gestures within other movement, you attempt to conceal the fact that you are Casting a Spell. If the next action you use is to Cast a Spell, spend 1 metamagic charge and attempt a Stealth check against one or more observers’ Perception checks; If you succeed at your check (or checks) against an observer’s DC, that observer doesn’t notice you’re casting a spell. This ability hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.
J Character 04 Extended Spell
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 metamagic charge to double its duration, to a maximum duration of 24 hours.
J Character 08 Recover Spell
Recover Spell
Requirement: An enemy's action disrupted your attempts to Cast a Spell since the beginning of your last turn.
You recover the energy of a recently disrupted spell, allowing you to cast it again as long as you do so immediately before the energy dissipates. You regain the use of a spell that was disrupted since the beginning of your last turn, but you must immediately Cast the Spell again with your next action or else you lose the spell. You can change the area, targets, and other variables.
J Character 08 Unerring Spell
Unerring Spell
If you make an attack roll for a spell and miss, you can spend 2 metamagic charges to reroll the attack roll. You must use the result of the second roll.
J     Spellblade
These feats grant new features and actions for those with Spellcharge and Spellcharge-associated features.
J Character 04 Spellcharged Concentration
Spellcharged Concentration
Prerequisites: Spellcharge
 
Trigger: You lose a spell due to a reaction.
You may spend a spellcharge to not lose the spell being cast.
J     Wizard
These feats grant new features and actions for those with Ideation and Ideation-associated features.
J Character 02 Extra Ideations
Extra Ideations
Prerequisites: Ideation
 
You start with 2 more ideations per day.
J Character 02 Ideal Spellslots
Ideal Spellslots
Prerequisites: Ideation
 
You use your ingenuity to help supplement the number of spells you can maintain active concentration on. You gain an additional number of spell slots equal to your total ideations.
 
 
J Spirit Feats
J   Ascension Feats
These feats are meant to be selected by spirits who have evolved into Espers to grant them new capabilities These feats can be selected when a class grants an ascension feat.
J     Base
J Character 03 Planar Beacon
Planar Beacon
Requirement: The spirit must be manifesting into a creature.
The spirit creates a beacon at their location in the spirit realm. This allows you to speak to and see spirits out to 150 feet from your location for as long as you maintain the beacon.
J Character 06 Remote Manifestation
Remote Manifestation
Requirement: The spirit must be manifesting into a creature.
You keep yourself manifested into a creature while roaming the spirit plane. The spirit creates an ethereal tether between itself and its host. The tether has a range limit of 150 feet. If the spirit roams farther than this length the tether breaks and the spirit's manifest ends. While roaming the spirit plane, the host cannot cast spells through the spirit's manifest spellcasting. As an action, the spirit may choose to return to its host. As a reaction to leaving the tether's range, the spirit may choose to return to the host.
J Character 08 Weaken Will
Weaken Will
The spirit has learned to reduce the willpower of a creature it has possessed. After having possessed a creature for 1 week, the spirit gains a +1 bonus on their Possession action check. This accumulates each week up to a maximum of a +4 bonus.
J     Forma Expanse
These feats improve a spirit's capabilities and can grant new actions. Sometimes these benefits can even be passed along to host creatures and expand their options.
J Character 04 Dark Sight
Dark Sight
Prerequisites: Forma Sense
 
You and host creatures gain darkvision out to 60 feet. If the creature already has darkvision, it increases by 30 feet.
J Character 04 Enhanced Armor
Enhanced Armor
Prerequisites: Forma Armor
 
You gain a +1 bonus to your Barrier AC.
J Character 04 Spirit's Snarl
Spirit's Snarl
Prerequisites: Forma Bite
 
You and host creatures gain a +2 bonus to the Demoralize specialization.
J Character 04 Terran Movement
Terran Movement
Prerequisites: Forma Terran
 
You and host creatures gain a +5 bonus to land speed.
J Character 08 Enhanced Scent
Enhanced Scent
Prerequisites: Forma Sense
 
You and host creatures gain a scent sense out to a range of 60 feet. Scent involves sensing creatures or objects by smell, and is usually a vague sense. It functions only if the creature or object being detected emits an aroma.
J Character 08 Toxin Shield
Toxin Shield
Prerequisites: Forma Toxin
 
You and host creatures gain Resistance 10 to poison damage.
J     Forma Manifest
These feats allow a spirit with a forma to grant additional benefits to a host while manifesting.
J Character 03 Spirit Strikes
Spirit Strikes
Prerequisites: Forma Bite or Forma Claws or Forma Spike
 
Requirement: The spirit must be manifesting into a creature.
You manifest your own body over a host's body for a brief moment to allow their attacks to become empowered. Until the end of the host's turn, when the host makes an unarmed strike they deal an extra 1d6 damage.
J Character 04 Enhanced Burrow
Enhanced Burrow
Prerequisites: Forma Fossorian
 
Requirement: The spirit must be manifesting into a creature with a burrow speed.
You grant the host a +10 bonus to their burrow speed.
J Character 04 Enhanced Climb
Enhanced Climb
Prerequisites: Forma Claws
 
Requirement: The spirit must be manifesting into a creature with a climb speed.
You grant the host a +10 bonus to their climb speed.
J Character 04 Enhanced Flight
Enhanced Flight
Prerequisites: Forma Avian
 
Requirement: The spirit must be manifesting into a creature with a fly speed.
You grant the host a +10 bonus to their fly speed.
J Character 04 Enhanced Swim
Enhanced Swim
Prerequisites: Forma Aquan
 
Requirement: The spirit must be manifesting into a creature with a swim speed.
You grant the host a +10 bonus to their swim speed.
J Character 08 Bestow Armor
Bestow Armor
Prerequisites: Enhanced Armor
 
Requirement: The spirit must be manifesting into a creature.
You manifest ethereal armor over your host, granting them a +2 AC bonus to barrier AC for 1 minute.
J Character 08 Bestow Burrow
Bestow Burrow
Prerequisites: Forma Fossorian
 
Requirement: The spirit must be manifesting into a creature.
You manifest ethereal claws over your host, granting them a 15-foot burrow speed for 1 minute.
J Character 08 Bestow Fins
Bestow Fins
Prerequisites: Forma Aquan
 
Requirement: The spirit must be manifesting into a creature.
You manifest ethereal fins over your host, granting them a 30-foot swim speed and the ability to breathe in water for 1 minute.
J Character 08 Bestow Flight
Bestow Flight
Prerequisites: Forma Avian
 
Requirement: The spirit must be manifesting into a creature.
You manifest ethereal wings over your host, granting them a 30-foot fly speed for 1 minute.
J Character 08 Bestow Horn
Bestow Horn
Prerequisites: Forma Spike
 
Requirement: The spirit must be manifesting into a creature.
You manifest ethereal horns over your host's head. When the host attempts to shove, they gain a +2 bonus to the check.
J Character 08 Enhanced Spirit Strikes
Enhanced Spirit Strikes
Prerequisites: Spirit Strikes
 
Your manifested strikes deal more damage. Increase the damage of Spirit Strikes to 1d10.
J Character 13 Greater Spirit Strikes
Greater Spirit Strikes
Prerequisites: Enhanced Spirit Strikes
 
Your manifested strikes deal even greater damage. Increase the damage of Spirit Strikes to 2d8.
 
J   Combat Feats
Feats with the combat trait improve your battle prowess or gives you new actions for a skill. A feat with this trait can be selected when a class grants a combat feat or general feat.
J     Combat
Feats with the combat trait improve your battle prowess or gives you new actions for a skill. A feat with this trait can be selected when a class grants a combat feat or general feat.
J Character 01 Durable
Durable
Your barrier maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your barrier maximum increases by an additional hit point.
J Character 01 Fleet
Fleet
Your speed increases by 5 feet.
J Character 01 Improved Initiative
Improved Initiative
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
 
J   Forma Feats
These feats allow Espers and Eidolons to manifest their forma. These feats are typically granted when an Esper or Eidolon are created.
J     Base
J Character 01 Caranu Form
Caranu Form
This spirit has the form of a Caranu, a powerful terrestrial animal with a sturdy shell to defend itself. You gain the Forma Armor, Forma Claws, and Forma Terran feats.
J Character 01 Cashmechong Form
Cashmechong Form
This forma takes the shape of a Cashmechong, an enormous, burrowing beetle. You gain the Forma Armor, Forma Fossorian, and Forma Spike feats.
J Character 01 Cesplang Form
Cesplang Form
The forma of the Cesplang is a fast canine with a feathered mane and keen senses. You gain the Forma Bite, Forma Sense, and Forma Terran feats.
J Character 01 Colosshu Form
Colosshu Form
The Collosshu is one of the largest creatures, able to easily overpower its foes and is the form this spirit takes. You gain the Forma Armor, Forma Bite, and Forma Terran feats.
J Character 01 Dekying Form
Dekying Form
This forma flies high as a Dekying, a giant bird with piercing talons. You gain the Forma Avian, Forma Claws, and Forma Sense feats.
J Character 01 Geltingwa Form
Geltingwa Form
The form of a Geltingwa is squishy and malleable, with giant eyes. You gain the Forma Aquan, Forma Bite, and Forma Toxin feats.
J Character 01 Holjo Form
Holjo Form
This forma takes shape of a Holjo, a creature that burrows through the earth with ease. You gain the Forma Bite, Forma Claws, and Forma Fossorian feats.
J Character 01 Hookma Form
Hookma Form
This form is of the Hookma, an armored beast that charges through its predators. You gain the Forma Armor, Forma Spike, and Forma Terran feats.
J Character 01 Plumhou Form
Plumhou Form
This creature this forma mimics is a nimble, plumed monkey with the ability to glide through the air. You gain the Forma Avian, Forma Claw, and Forma Terran feats.
J Character 01 Rackshur Form
Rackshur Form
The form of a Rackshur is lithe and strong, able to pounce at a moment's notice. You gain the Forma Claws, Forma Sense, and Forma Terran feats.
J Character 01 Serpelu Form
Serpelu Form
The Serpelu is a long, snake-like creature with horns and a toxic sting. You gain the Forma Aquan, Forma Spike, and Forma Toxin feats.
J Character 01 Stinbian Form
Stinbian Form
This aerial creature that the forma takes after is tiny but known for its dangerous toxins. You gain the Forma Avian, Forma Bite, and Forma Toxin feats.
J     Forma Aspect
These feats are granted from Forma feats and represent aspects of a forma. These feats are sometimes prerequisites of spirit feats.
J Character 01 Forma Aquan
Forma Aquan
This feature represents an aspect of a Forma. When you manifest into a creature, you grant the creature a +2 bonus to the Swim specialization.
J Character 01 Forma Armor
Forma Armor
This feature represents an aspect of a Forma. When you manifest into a creature and imbue your barrier, your granted barrier AC increases by 1.
J Character 01 Forma Avian
Forma Avian
This feature represents an aspect of a Forma. When you manifest into a creature, you grant the creature a +2 bonus to the High Jump and Long Jump specializations.
J Character 01 Forma Bite
Forma Bite
This feature represents an aspect of a Forma. When you manifest into a creature, you grant the creature a +1 bonus to the Demoralize specialization.
J Character 01 Forma Claws
Forma Claws
This feature represents an aspect of a Forma. When you manifest into a creature, you grant the creature a +1 bonus to the Grapple specialization.
J Character 01 Forma Fossorian
Forma Fossorian
This feature represents an aspect of a Forma. When you manifest into a creature, you grant the creature a +2 bonus to the Climb specialization.
J Character 01 Forma Sense
Forma Sense
This feature represents an aspect of a Forma. When you manifest into a creature, you grant the creature a +1 bonus to the Sense Presence specialization.
J Character 01 Forma Spike
Forma Spike
This feature represents an aspect of a Forma. When you manifest into a creature, you grant the creature a +1 bonus to the Shove specialization.
J Character 01 Forma Terran
Forma Terran
This feature represents an aspect of a Forma. When you manifest into a creature, you grant the creature a +2 bonus to the Forage specialization.
J Character 01 Forma Toxin
Forma Toxin
This feature represents an aspect of a Forma. When you manifest into a creature, you grant the creature a +1 bonus to the Coat Poison specialization.
 
J   Skill Feats
Skill feats improve your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat.
J     Skill
Skill feats improve your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat.
J Character 01 Charming Liar
Charming Liar
Prerequisites: Trained in Deception
 
Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.
J Character 01 Experienced Tracker
Experienced Tracker
Prerequisites: Trained in Survival
 
Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re an elite in Survival, you don’t take the –5 penalty. If you’re master in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.
J Character 01 Fascinating Performance
Fascinating Performance
Prerequisites: Trained in Performance
 
When you use a Performance skilled action, compare your result to the Wisdom Saving Throw of one observer. On success, the target is charmed by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to charm them. You must choose which creature you’re trying to charm before you roll your check, and the target is then temporarily immune for 1 hour. If you’re an expert in Performance, you can charm up to four observers; if you’re an elite, you can charm up to 10 observers; and if you’re master, you can charm any number of observers at the same time.
J Character 01 Group Coercion
Group Coercion
Prerequisites: Trained in Intimidation
 
When you Coerce, you can compare your Intimidation check result to the Wisdom Saving Throws of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re an elite, and 25 if you’re master.
J Character 01 Group Influence
Group Influence
Prerequisites: Trained in Persuasion
 
When you Influence, you can compare your Persuasion check result to the Wisdom Saving Throws of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets increases to four if you’re an expert, 10 if you’re an elite, and 25 if you’re master.
J Character 01 Impressive Performance
Impressive Performance
Prerequisites: Trained in Performance
 
Your performances inspire admiration and wins you fans. You can Influence using Performance instead of Diplomacy.
J Character 01 Knowledge Training
  Skill   Spirit
Knowledge Training
You gain three training increase. You can use each to either become trained in a knowledge skill in which you're untrained or become an adept in a knowledge skill in which they’re already trained. You can take this feat multiple times.
J Character 01 Multilingual
  Skill   Spirit
Multilingual
You easily pick up new languages. You become Adept in two new languages, chosen from any you have access to. You can select this feat multiple times. Each time you learn two additional languages.
J Character 01 Quick Coercion
Quick Coercion
Prerequisites: Trained in Intimidation
 
You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.
J Character 01 Skill Training
  Beast   Skill   Spirit
Skill Training
You gain two skill increases. You can use an increase to raise the rank of a skill or specialization by one. If increasing a skill, the selected skill must be either untrained or trained. At 7th level, you can use this increase on adept skills. At 11th level, you can use this increase on expert skills. There is no limitation on specializations. This feat can be taken multiple times.
J Character 01 Upstage
Upstage
Trigger: A creature attempts a skill check and doesn't get a critical success.
After your foe has tried their best, you show everyone how it's really done. Attempt a check using the same skill that triggered this reaction with a +1 bonus. On failure you instead critically fail.
 
J   Spell Feats
Spell feats allows you to increase your mastery over spellcasting. A feat with this trait can be selected when a class grants a spell feat or general feat.
J     Spell
Spell feats allows you to increase your mastery over spellcasting. A feat with this trait can be selected when a class grants a spell feat or general feat.
J Character 01 Branching Out
  Spell   Spirit
Branching Out
You increase your proficiency rank in one branch by one. The normal limitations of increasing proficiency rank of branches still applies. This feat can be taken multiple times.
J Character 01 Slot Support
  Spell   Spirit
Slot Support
You gain 4 extra spell slots. This feat can be taken multiple times.
J Character 02 Careful Spell
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 metamagic charge and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
J Character 02 Distant Spell
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 metamagic charge to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 metamagic charge to make the range of the spell 30 feet.
J Character 02 Quickened Spell
Quickened Spell
If your next action is to cast a spell that is at least 1 power lower than your spell power, spend metamagic charges equal to the power to reduce the number of actions to cast it by 1 (minimum 1 action).
J Character 04 Extended Spell
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 metamagic charge to double its duration, to a maximum duration of 24 hours.
J Character 04 Quick Surge
Quick Surge
The Surge action now costs only one action point.
J Character 04 Signature Spell
Signature Spell
You’ve devoted much of your practice to eliteing one single spell. Choose one spell of power 2 or lower that you can cast. You can cast that spell at your maximum spell power level for no additional mana cost. When you gain a level you can choose a different spell this feat applies to.
 
J   Spirit Feats
These feats are meant to be selected by spirits to develop their abilities. These feats can be selected when a class grants a spirit feat.
J     Base
J Character 01 Essential
Essential
Your essence maximum increases by an amount equal to your level multipled by 2 when you gain this feat. Whenever you gain a level thereafter, your essence maximum increases by an additional 2 essence.
J Character 01 Material Sight
Material Sight
The spirit can gaze into the material plane. If manifesting in an object or using this ability from the spirit plane, the spirit can see everything from that position out 15 feet in all directions.
J Character 04 Extended Sight
Extended Sight
Prerequisites: Material Sight
 
The range of sight granted from Material Sight increases to 60 ft.
J Character 06 Extra SP
Extra SP
You gain 10 SP.
J Character 06 Spell Trainer
Spell Trainer
Spirits are exceptional tutors of magic as they are able to guide a caster through the motions with ease. As long as a spirit is manifesting in a creature it can teach any spell it knows to the creature in one day per power of the spell.
J Character 10 Horizon Sight
Horizon Sight
Prerequisites: Extended Sight
 
The range of sight granted from Material Sight increases to 120 ft.
 
 
J Beast Feats
J   Combat Feats
Feats with the combat trait improve your battle prowess or gives you new actions for a skill. A feat with this trait can be selected when a class grants a combat feat or general feat.
J     Action
J Character 01 Lunge
Lunge
You can increase your reach by 5 feet for the rest of your turn. Doing so grants you a -2 penalty on all attack rolls this turn.
J Character 04 Interception
Interception
Requirement: You must be wielding a shield or a melee weapon
When a creature you can see hits a target that is within 5 feet of you with an attack, you can reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage).
J     Critical
J Character 01 Critical Crusher
Critical Crusher
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the end of your next turn.
J Character 01 Critical Follow Up
Critical Follow Up
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one Strike action. This attack does not increase Multiple Attack Penalty.
J Character 01 Critical Piercer
Critical Piercer
When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
J Character 01 Critical Slasher
Critical Slasher
When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
J     Fighting Style
J Character 01 Blind Fighting
Blind Fighting
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
J Character 04 Skirmisher
Skirmisher
When you make a melee attack against a creature, whether you hit or not, you don’t provoke opportunity attacks from that creature for the rest of the turn.
J Character 06 Cleave
Cleave
Trigger: Your melee Strike kills a creature or knocks it unconscious, and another foe is adjacent to that creature.
You swing clear through one foe and into another. Make a melee Strike against the second foe.
J     Movement
J Character 01 Fleet
Fleet
Your speed increases by 5 feet.
J     Protection
J Character 01 Durable
Durable
Your barrier maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your barrier maximum increases by an additional hit point.
J Character 01 Tough
Tough
Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.
J     Senses
J Character 01 Alert
Alert
You are always on the lookout for danger. You can’t be surprised while you are conscious and other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
J Character 01 Improved Initiative
Improved Initiative
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
 
J   Skill Feats
Skill feats improve your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat.
J     Base
J Character 01 Skill Training
  Beast   Skill   Spirit
Skill Training
You gain two skill increases. You can use an increase to raise the rank of a skill or specialization by one. If increasing a skill, the selected skill must be either untrained or trained. At 7th level, you can use this increase on adept skills. At 11th level, you can use this increase on expert skills. There is no limitation on specializations. This feat can be taken multiple times.
J     Acrobatics
J Character 01 Cat Fall
Cat Fall
Prerequisites: Trained in Acrobatics
 
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re an elite in Acrobatics, treat them as 50 feet shorter. If you’re master in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
J Character 01 Steady Balance
Steady Balance
Prerequisites: Trained in Acrobatics
 
You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Dexterity Saving Throw to Grab an Edge.
J Character 02 Nimble Crawl
Nimble Crawl
Prerequisites: Adept in Acrobatics
 
You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you’re an elite in Acrobatics, you can Crawl at full Speed, and if you’re legendary, you aren’t flat-footed while prone.
J     Athletics
J Character 01 Quick Jump
Quick Jump
Prerequisites: Trained in Athletics
 
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
J Character 02 Rapid Mantel
Rapid Mantel
Prerequisites: Adept in Athletics
 
You easily pull yourself onto ledges. When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge.
J Character 07 Quick Swim
Quick Swim
Prerequisites: Elite in Athletics
 
You Swim 5 feet farther on a success and 10 feet farther on a critical success, to a maximum of your Speed. If you’re a master in Athletics, you gain a swim Speed equal to your Speed.
J Character 07 Wall Jump
Wall Jump
Prerequisites: Elite in Athletics
 
You can use your momentum from a jump to propel yourself off a wall. If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Furthermore, since your previous jump gives you momentum, you can use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity. You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use Wall Jump as many times as you can use consecutive jump actions in that turn.
J     Deception
J Character 01 Lengthy Diversion
Lengthy Diversion
Prerequisites: Trained in Deception
 
When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).
J     Intimidation
J Character 01 Intimidating Glare
Intimidating Glare
Prerequisites: Trained in Intimidation
 
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
J Character 07 Terrified Retreat
Terrified Retreat
Prerequisites: Elite in Intimidation
 
When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target must spend 1 action to move away from you each turn.
J     Stealth
J Character 07 Foil Senses
Foil Senses
Prerequisites: Elite in Stealth
 
You are adept at foiling creatures' special senses and cautious enough to safeguard against them at all times. Whenever you use the Hide or Sneak actions, you are always considered to be taking precautions against special senses
J Character 07 Swift Sneak
Swift Sneak
Prerequisites: Elite in Stealth
 
You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
J     Thievery
J Character 01 Pickpocket
Pickpocket
Prerequisites: Trained in Thievery
 
You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re an elite in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.
J Character 01 Subtle Theft
Subtle Theft
Prerequisites: Trained in Thievery
 
When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception checks to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your undetected condition.
 
 
J Archetype Feats
J   Academic Feats
J     Base
J Academic
J Academic 01 Skill Feat
  Archetype
Skill Feat
You gain a skill feat of your choice that you qualify for. You can take this feat multiple times.
J Academic 01 Skill Feat
  Archetype
Skill Feat
You gain a skill feat of your choice that you qualify for. You can take this feat multiple times.
J Academic 02 Craftsman's Adept Training
Craftsman's Adept Training
You gain two skill increases. You can use an increase to raise the rank of a crafting skill or crafting specialization by one and can only be used on rank Adept or lower skills and specializations. At 8th level you can use this increase on Expert crafting skill or crafting specializations. At 12th level you can use this increase on Elite crafting skill or crafting specializations. At 16th level you can use this increase on Master crafting skill or crafting specializations.
J Academic 02 Sage Knowledge
  Archetype   Skill
Sage Knowledge
You gain five training increase. You can use each to raise one knowledge skill by one rank or become trained in a new knowledge skill. You can take this feat multiple times.
J Academic 04 Craftsman's Elite Training
Craftsman's Elite Training
You gain two skill increases. You can use an increase to raise the rank of a crafting skill or crafting specialization by one and can only be used on rank Expert skills and specializations.
J Academic 08 Craftsman's Master Training
Craftsman's Master Training
You gain two skill increases. You can use an increase to raise the rank of a crafting skill or crafting specialization by one and can only be used on rank Elite skills and specializations.
J Academic 12 Craftsman's Legendary Training
Craftsman's Legendary Training
You gain two skill increases. You can use an increase to raise the rank of a crafting skill or crafting specialization by one and can only be used on rank Master skills and specializations.
 
J   Amateur Feats
J     Base
J Amateur 14 Unnoticed
Unnoticed
You make your presence completely unknown. Until the start of your next turn no creature can target you with any effect.
 
J   Bastion Feats
J     Base
J Bastion 01 Armed Rest
Armed Rest
You've slept many nights in your armor and gotten used to it. You can sleep in armor overnight without being fatigued the next day. If you were already fatigued before sleeping, the armor doesn't prevent you from recovering from being fatigued. In addition, when you fall unconscious, you don't drop any weapons that you're currently wielding, though somebody else can remove them from you.
J Bastion 01 Combat Feat
  Archetype
Combat Feat
You gain a combat feat of your choice that you qualify for. You can take this feat multiple times.
J Bastion 01 Shield Block
Shield Block
Trigger: While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking up to 3 damage. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
J Bastion 02 Death Defiance
Death Defiance
You urge yourself to live on when death lingers close. If you die from losing vitality from failing a death saving throw, you can ignore the vitality damage for that round. This does not turn the death save into a success.
J Bastion 02 Martial Exercise
Martial Exercise
Prerequisites: Adept in any weapon group
 
You’ve become comfortable in using weapons that you might not have picked up before. Choose one weapon group. Whenever your proficiency rank in any weapon increases to adept or beyond, you also gain that new proficiency rank with your chosen weapon group.
J Bastion 04 Protect Ally
Protect Ally
You place your body between your friends and your enemies, protecting your allies against oncoming attacks. You choose one adjacent ally. That ally gains a +1 circumstance bonus to AC until the start of your next turn or until that ally is no longer adjacent to you, whichever comes first. You can only protect a single ally in this way. If you choose to Protect a different Ally, the previous ally loses the bonus to AC.
J Bastion 04 Second Wind
Second Wind
You have a limited well of stamina that you can draw on to regenerate your barrier. You regain barrier equal to 1d10 + your character level.
J Bastion 06 Nimble Shield Hand
Nimble Shield Hand
You are so used to wielding a shield that you can do so even while using the hand that's holding it for other purposes. The hand you use to wield a shield counts as a free hand for the purposes of the Interact action. You can also hold another object in this hand (but you still can't use it to wield a weapon).
J Bastion 08 Shielded Stride
Shielded Stride
When your shield is up, your enemies’ blows can’t touch you. When you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Attacks of Opportunity). You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type.
J Bastion 12 Defender's Blade
Defender's Blade
You respond to danger with extraordinary vigilance. Your opportunity attack no longer expends a reaction however you still must have a reaction available to use an opportunity attack.
J     Gladiator
J Bastion 01 Fancy Moves
Fancy Moves
Prerequisites: Gladiator
 
You show off your fighting style to discourage your foes. You can use Performance to Demoralize.
J Bastion 01 Gladiator
Gladiator
Prerequisites: Trained in Performance
 
The roar of the crowd and thrill of competitive combat drive you to become the best—and the fame isn't bad either. If there are sapient creatures observing a combat encounter, and these onlookers are neither engaged in the combat themselves nor allied or affiliated with either side, the combatants have spectators. The GM is the final arbiter. At the start of a combat encounter, if you have spectators, you gain 1d10 temporary barrier.
J Bastion 02 Play to the Crowd
Play to the Crowd
Prerequisites: Gladiator
 
Trigger: You reduce an enemy to 0 Hit Points during a non-trivial combat encounter with spectators.
You show off for the crowd. Attempt a Performance check; the DC is determined by the GM but is typically the DC to Make an Impression on the spectators. On a success, choose one of the following benefits; on a critical success, choose two benefits: - A number of temporary Barrier equal to your character level; these last for 1 minute. - A +1 bonus to AC until the end of your next turn. - A +1 bonus to your next attack roll before the end of your next turn.
J Bastion 04 Stage Fighting
Stage Fighting
Prerequisites: Gladiator
 
You pull punches to give a better show. You don't take the usual -2 circumstance penalty when making a nonlethal attack with a weapon or unarmed attack that doesn't have the nonlethal trait.
J Bastion 08 Call Your Shot
Call Your Shot
Prerequisites: Gladiator, Play to the Crowd
 
When you successfully Play to the Crowd, add the following to the list of benefits you can choose from: - Choose a creature within 30 feet that can see you to become frightened. This effect has the emotion, fear, mental, and visual traits.
J     Knight
J Bastion 01 Harrying Strike
Harrying Strike
Prerequisites: Knight
 
Your attack prevents a foe from pursuing your allies. Make a melee Strike, adding the following effects in addition to the normal effects of the Strike.
Critical Success: The target takes a -15-foot status penalty to its Speeds until the start of your next turn.
Success: The target takes a -10-foot status penalty to its Speeds until the start of your next turn.
Failure: The target takes a -5-foot status penalty to its Speeds until the start of your next turn.
J Bastion 01 Knight
Knight
Prerequisites: Trained in Persuasion
 
Knights are noble, stalwart defenders of the weak. Clad in heavy armor, a knight is often the first line of defense between their allies and enemies. You become Adept in three knowledge skills based on Persuasion.
J Bastion 04 Elegant Courtier
Elegant Courtier
Prerequisites: Knight, Adept in Persuasion, Adept in Persuasion
 
Your discipline and attention to detail allow you to excel in social situations. You increase your proficiency rank in {character-skills.html#Insight=Insight} and {character-skills.html#Persuasion=Persuasion} from adept to elite.
J Bastion 08 Shoulder Catastrophe
Shoulder Catastrophe
Prerequisites: Knight
 
Trigger: An enemy critically succeeds at a Strike against an adjacent ally.
You’ve trained to protect your allies by diverting the worst attacks to yourself. The enemy doesn’t gain the critical effect from the triggering Strike but instead applies the normal effect to both you and your ally. Both of you take any effects that would happen on a hit that dealt damage, such as poison, but neither of you are subject to any effects that would happen only on a critical success.
J Bastion 12 Stave Off Catastrophe
Stave Off Catastrophe
Prerequisites: Knight, Shoulder Catastrophe
 
You fully protect your allies from the worst blows. When you use the Shoulder Catastrophe reaction, you can choose to take the full critical damage and effects from the attack, including effects that apply on a critical hit, and have your ally take no damage and avoid the attack's effects.
J     Zealot
J Bastion 01 Zeal
Zeal
Prerequisites: Zealot, Ethereal Mantle
 
You can channel righteous fury into your weapon strikes. While you activate your Ethereal Mantle, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Sentinel level.
J Bastion 01 Zealot
Zealot
Prerequisites: Trained in Intimidation
 
It may be a religion or simply an ideal, but some causes are strong enough to pitch a man into a ferocious battle fury. These warriors are zealots - warriors who channel their ether surge into powerful displays of devoted fervor. You gain a combat feat of your choice that you qualify for.
J Bastion 04 Devoted Focus
Devoted Focus
Prerequisites: Zealot
 
The fervor that fuels your fight can shield you from harm. If you fail a saving throw you can reroll it and you must use the new roll.
J Bastion 08 Zealous Presence
Zealous Presence
Prerequisites: Zealot
 
You can channel your enduring spirit to inspire your allies. You unleash a battle cry or some short words to rally your allies. Up to 10 creatures within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
J Bastion 14 Surge Beyond Death
Surge Beyond Death
Prerequisites: Zealot, Ethereal Mantle
 
The divine power that fuels your ethereal mantle allows you to shrug off fatal blows. While activating you ethereal mantle, having 0 hit points doesn’t down you. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to taking vitality damage from failing death saving throws, you don’t die until your ether surge ends, and you die then only if you still have 0 hit points.
 
J   Champion Feats
J     Base
J Champion 01 Combat Feat
  Archetype
Combat Feat
You gain a combat feat of your choice that you qualify for. You can take this feat multiple times.
J Champion 01 Combat Superiority
Combat Superiority
You gain one superiority die, which is a d6. This die can be used to use actions with the {character-traits.html#maneuver=Maneuver} trait.
J Champion 01 Double Strike
Double Strike
You feint with a strike to close in with a more lethal attack. Make a strike with a -5 penalty then follow it up with a second strike at normal. This counts as two attacks when calculating your multiple attack penalty.
J Champion 02 Martial Exercise
Martial Exercise
Prerequisites: Adept in any weapon group
 
You’ve become comfortable in using weapons that you might not have picked up before. Choose one weapon group. Whenever your proficiency rank in any weapon increases to adept or beyond, you also gain that new proficiency rank with your chosen weapon group.
J Champion 04 Physical Training
Physical Training
Prerequisites: Adept in Acrobatics, Adept in Athletics
 
You spend a lot of time focusing on your physical fitness. You increase your proficiency rank in {character-skills.html#Acrobatics=Acrobatics} and {character-skills.html#Athletics=Athletics} from adept to elite.
J Champion 04 Power Strike
Power Strike
You unleash a particularly powerful attack that clobbers your foe. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
J Champion 08 Running Tackle
Running Tackle
You charge toward your opponent, throwing your body at them in a vicious tackle. Stride up to your Speed and then make an unarmed melee Strike. If you hit, you can attempt to Shove the target.
J Champion 14 Brutal Finish
Brutal Finish
Your final blow can make an impact even if it rebounds off a foe’s defenses. Make a Strike with the required weapon. After the Strike, your turn ends. The Strike deals one extra weapon damage die, or two extra weapon damage dice if you’re at least 18th level. The Strike also gains the following failure effect.
Failure: You deal damage equal to one weapon damage die of the required weapon. Increase this to two dice if you’re at least 18th level.
J     Berserker
J Champion 01 Berserker
Berserker
Prerequisites: Trained in Intimidation
 
The path of the Berserker is a path of untrammeled fury, slick with blood. As you enter a berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being. You become Adept in the {character-skills.html#Demoralize=Demoralize} specialization. If you are already adept in this specialization, you instead become adept in a specialization of your choice.
J Champion 02 Frenzy
Frenzy
Prerequisites: Berserker, Ethereal Mantle
 
You can go into a frenzy when you use your ethereal mantle. If you do so, while your ethereal mantle is active you deal an extra +5 damage on each of your strikes. When your ethereal mantle ends, you suffer one level of exhaustion.
J Champion 02 No Escape
No Escape
Prerequisites: Ethereal Mantle
 
Trigger: A foe within reach attempts to move away from you.
Requirement: Your ethereal mantle is active.
You keep pace with a retreating foe. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
J Champion 06 Mindless Rage
Mindless Rage
Prerequisites: Berserker, Frenzy
 
You can’t be charmed or frightened while in a Frenzy. If you are charmed or frightened when you enter your frenzy ends, the effect is suspended for the duration of the frenzy.
J Champion 14 Retaliation
Retaliation
Prerequisites: Berserker
 
Trigger: You take damage from a creature that is within 5 feet of you.
You make a melee Strike against the triggering creature.
J     Duelist
J Champion 01 Duelist
Duelist
Prerequisites: Trained in Persuasion
 
You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. You become Adept in the {character-skills.html#Influence=Influence} specialization. If you are already adept in this specialization, you instead become adept in a specialization of your choice.
J Champion 01 Fancy Footwork
Fancy Footwork
Prerequisites: Duelist
 
You are a continuous blur of motion in battle as you dart in, attack, and slip away to safety. You gain the {character-feats.html#Skirmisher=Skirmisher} feat. In addition, you become Adept in the Tumble specialization.
J Champion 02 Always Ready
Always Ready
Prerequisites: Duelist
 
Your unmistakable confidence propels you into battle. You add your Charisma modifier to your initiative rolls.
J Champion 02 Duelist's Stance
Duelist's Stance
Prerequisites: Duelist, Sneak Attack
 
While in this stance you can use Sneak Attack with any melee attack made against a target if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvatage on the attack.
J Champion 04 Dueling Parry
Dueling Parry
Prerequisites: Duelist
 
Requirement: You are wielding only a single one-handed melee weapon and have your other hand or hands free.
You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.
J Champion 04 Elegant Courtier
Elegant Courtier
Prerequisites: Duelist, Adept in Persuasion, Adept in Persuasion
 
Your discipline and attention to detail allow you to excel in social situations. You increase your proficiency rank in {character-skills.html#Insight=Insight} and {character-skills.html#Persuasion=Persuasion} from adept to elite.
J Champion 08 Panache
Panache
Prerequisites: Duelist
 
Your charm becomes as sharp and dangerous as your blade. You can make an Influence check contested by a creature’s wisdom saving throw. If you succeed on the check and the creature is hostile, it must target you with any attacks it makes and cannot willingly move farther away from you. This effect lasts for 1 minute or until you move more than 60 feet away from the target. If you succeed on the check and the creature is not hostile, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance.
J Champion 14 Dueling Dance
Dueling Dance
Prerequisites: Duelist
 
Requirement: You are wielding only a single one-handed melee weapon and have your other hand or hands free.
Using your free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry.
J Champion 14 Master Duelist
Master Duelist
Prerequisites: Duelist
 
Your mastery of the blade lets you turn failure to success in combat. If you miss with an attack, you can choose to roll the attack again with advantage.
J     Mauler
J Champion 01 Knock Away
Knock Away
Prerequisites: Mauler, Combat Superiority
 
Requirement: You're wielding a melee weapon in two hands.
You make an attack to knock a foe off balance, then follow up immediately with a shove to topple them. Make a melee Strike. If it hits and deals damage, you can roll your superiority die then attempt to {character-skills.html#Shove=Shove} the creature you hit adding the number rolled to your check. If you’re wielding a two-handed melee weapon, you can ignore Shove's requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
J Champion 01 Mauler
Mauler
Prerequisites: Trained in Athletics
 
You shove your way through legions of foes, knock enemies on all sides to the ground, and deal massive blows to anyone or anything that comes near. You become Adept in the {character-skills.html#Shove=Shove} specialization. If you are already adept in this specialization, you instead become adept in a specialization of your choice.
J Champion 02 Clear the Way
Clear the Way
Prerequisites: Mauler
 
Requirement: You're wielding a melee weapon in two hands.
You put your body behind your massive weapon and swing, shoving enemies to clear a wide path. Roll a superiority die then attempt to Shove up to five creatures adjacent to you, rolling a separate check for each target. Then Stride up to half your Speed. This movement doesn't trigger reactions from any of the creatures you successfully Shoved. You may choose to add your superiority die result to any single failed shove attempt.
J Champion 08 Knock Down
Knock Down
Prerequisites: Mauler. Knock Away
 
You can dash your foe to the ground with a single blow. When you use Knock Away, instead of making a Strike followed by a Shove, you can attempt a single Strike. If you do and your Strike hits, you also apply the critical success effect of a Shove.
J Champion 14 Avalanche Strike
Avalanche Strike
Prerequisites: Mauler
 
Requirement: You're wielding a melee weapon in two hands.
You attack all nearby adversaries. Make a melee Strike with the required weapon against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you have made all your attacks.
J     Wrestler
J Champion 01 Combat Grab
Combat Grab
Prerequisites: Wrestler
 
You swipe at your opponent and grab at them. Make a melee Strike while keeping one hand free. If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.
J Champion 01 Crushing Grab
Crushing Grab
Prerequisites: Wrestler
 
Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully Grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty.
J Champion 01 Wrestler
Wrestler
Prerequisites: Trained in Athletics
 
Wrestlers are athletes who pit their strength and skill against powerful foes. Specializing in a variety of grabs, holds, and strikes, wrestlers are dangerous opponents whose techniques can leave a foe broken and defeated without taking their life. You become Adept in the {character-skills.html#Grapple=Grapple} specialization. If you are already adept in this specialization, you instead become adept in a specialization of your choice.
J Champion 02 Suplex
Suplex
Prerequisites: Wrestler
 
Requirement: You have a creature grabbed.
Flexing your entire body, you heave your opponent over your head and slam them into the ground. Make an unarmed melee Strike against the creature you have grabbed. Regardless of whether the Strike is successful, you immediately release your hold on the target.
Critical Success: The target lands prone and takes an additional 2d6 bludgeoning damage
Success: The target lands prone
J Champion 04 Clinch Strike
Clinch Strike
Prerequisites: Wrestler
 
Trigger: A creature you had grabbed successfully Escapes.
Your opponents can't slip your grasp without receiving further punishment. Make an unarmed melee Strike against the triggering creature.
J Champion 08 Whirling Throw
Whirling Throw
Prerequisites: Wrestler
 
Requirement: You have a creature grabbed.
You propel your grabbed or restrained foe a great distance. You can throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. If you successfully throw the creature, it takes bludgeoning damage equal to your Strength modifier plus 1d6 per 10 feet you threw it. Attempt an Athletics check against the foe’s Constitution save.
Critical Success: You throw the creature the desired distance and it lands prone.
Success: You throw the creature the desired distance.
Failure: You don’t throw the creature.
Critical Failure: You don’t throw the creature, and it’s no longer grabbed or restrained by you.
J Champion 14 Aerial Piledriver
Aerial Piledriver
Prerequisites: Wrestler
 
Requirement: You have a creature grabbed.
Heaving both yourself and your opponent into the air, you bring them crashing to the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained. This Strike deals 1d6 additional damage per weapon damage die, and it has the following additional effects.
Success: The target lands prone.
Failure: You lose your grip on the target, and it is no longer grabbed or restrained by you.
Critical Failure: You lose both your grip on the target and your balance. You fall prone, and the target is no longer grabbed or restrained by you.
 
J   Hunter Feats
J     Base
J Hunter 01 Combat Feat
  Archetype
Combat Feat
You gain a combat feat of your choice that you qualify for. You can take this feat multiple times.
J Hunter 01 Natural Explorer
Natural Explorer
You become a master of navigating the natural world, allowing you to ignore difficult terrain from natural sources. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: • Difficult terrain doesn’t slow your group’s travel. • Your group can’t become lost except by magical means. • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. • If you are traveling alone, you can move stealthily at a normal pace. • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
J Hunter 02 Exploit Strike
Exploit Strike
You are trained to continue harrying a point as it becomes a weakness. Make a Strike action against a creature that has taken damage. The attack deals an extra 1d8 damage.
J Hunter 02 Favored Enemy
Favored Enemy
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favoured enemy: Aquatic, Avian, Fossorian, Humanoid, Terran, or Saurian. You have advantage on the Track specialization to track your favored enemies, as well as on Intelligence checks to recall information about them.
J Hunter 04 Perceptive Tracker
Perceptive Tracker
Prerequisites: Adept in Perception, Adept in Survival
 
You learn to notice small clues left behind by creatures. You increase your proficiency rank in {character-skills.html#Perception=Perception} and {character-skills.html#Survival=Survival} from adept to elite.
J Hunter 06 Precision Shot
Precision Shot
You now can add your Dexterity modifer to damage with pistol weapons.
J Hunter 06 Superior Mobility
Superior Mobility
Your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
J Hunter 08 Swift Tracker
Swift Tracker
You can move at your full speed while using the Track action.
J Hunter 14 Camouflage
Camouflage
Prerequisites: Master in Stealth
 
You alter your appearance to blend in to the wilderness. In natural terrain, you can Sneak even if you’re observed.
J     Bounty Hunter
J Hunter 01 Bounty Hunter
Bounty Hunter
Prerequisites: Trained in Perception
 
Whether for coin, glory, or justice, you know how to track, defeat, and capture dangerous individuals. You're accustomed to perusing wanted posters, searching up on leads, and pursuing villains to hell and back. You become Adept in the {character-skills.html#SensePresence=Sense Presence} specialization. If you are already adept in this specialization, you instead become adept in a specialization of your choice.
J Hunter 01 Mark Quarry
Mark Quarry
Prerequisites: Bounty Hunter
 
A bounty hunter can designate a studied target as their quarry. A bounty hunter can end their quarry as a free action. When a bounty hunter selects a new quarry, their old quarry is overridden. Once a quarry is ended on a creature, the bounty hunter cannot make them their quarry again for 24 hours. A bounty hunter has advantage when taking the Track action to track their quarry.
J Hunter 04 Relentless Pursuit
Relentless Pursuit
Prerequisites: Bounty Hunter
 
When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.
J Hunter 06 Stalker
Stalker
Prerequisites: Bounty Hunter, Mark quarry
 
A bounty hunter has advantage on all Disguise and Stealth checks against their quarry.
J Hunter 08 Unerring Hunt
Unerring Hunt
Prerequisites: Bounty Hunter, Mark quarry
 
Once on each of your turns when you fail with an attack against your quarry, you can make another attack.
J Hunter 14 End the Hunt
End the Hunt
Prerequisites: Bounty Hunter, Mark quarry
 
Make a strike against your quarry. On success, you deal an extra 5d6 damage, the creature is stunned, and your quarry effect immediately ends.
J     Lowland Stalker
J Hunter 01 Favored Terrain
  Archetype   General
Favored Terrain
Prerequisites: Lowland Stalker
 
You have studied a specific terrain to overcome its challenges. Choose aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground as your favored terrain. When in that terrain, you can ignore the effects of non-magical diffcult terrain. This feat can be taken multiple times. Each time you take this feat, choose a new terrain.
J Hunter 01 Lowland Stalker
Lowland Stalker
Prerequisites: Trained in Nature
 
Scouring the grass and trees for prey, the stalker scouts ahead to suss out targets for the hunt. Quick to get in and out of battle, this combat style is made famous by the Choi tribe of Ceres but has spread throughout the world in modern times. You gain the Favored Terrain feat.
J Hunter 04 Hit And Run
Hit And Run
Prerequisites: Lowland Stalker, Sneak Attack
 
You become adept at escaping after an attack. When you successfully sneak attack a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn. In addition your movement speed increases by 15 ft. until the end of your turn.
J Hunter 06 Speedy
Speedy
Prerequisites: Lowland Stalker
 
You move faster, allowing you to maneuver around the battlefield. You gain a +10 bonus to your Speed.
J Hunter 08 Wild Stride
Wild Stride
Prerequisites: Lowland Stalker, Favored Terrain
 
You ignore the effects of all non-magical difficult terrain and dependingg on your choice of Favored Terrain, you gain an additional benefit. • Aquatic. You gain a swim Speed equal to your Speed. If you already had a swim Speed, you gain a +10-foot status bonus to your swim Speed. • Arctic. You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme cold, and you can walk across ice and snow at full Speed without needing to Balance. • Desert. You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme heat, and you can walk along sand at full Speed without needing to Balance. • Forest, Mountain, or Underground. You gain a climb Speed equal to your Speed. If you already had a climb Speed, you gain a +10-foot status bonus to your climb Speed. • Plains. You gain a +10-foot status bonus to your land Speed. • Sky You gain a +10-foot status bonus to your fly Speed, if you have one. • Swamp. You can move across bogs at full Speed, even if they are deep enough to be greater difficult terrain or to normally require you to Swim.
J Hunter 12 Skirmisher's Stealth
Skirmisher's Stealth
Prerequisites: Lowland Stalker
 
You combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence. At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. The creature becomes aware of you at the end of your turn if you have not become hidden from them before your turn ends.
J Hunter 14 Sudden Strike
Sudden Strike
Prerequisites: Lowland Stalker, Sneak Attack
 
You can strike with deadly speed. One additional attack can benefit from your Sneak Attack even if you have already used it this turn, but only if the attack is the only one you make against the target this turn.
 
J   Magus Feats
J     Base
J Magus 01 Combat Feat
  Archetype
Combat Feat
You gain a combat feat of your choice that you qualify for. You can take this feat multiple times.
J Magus 01 Double Strike
Double Strike
You feint with a strike to close in with a more lethal attack. Make a strike with a -5 penalty then follow it up with a second strike at normal. This counts as two attacks when calculating your multiple attack penalty.
J Magus 01 Spell Feat
  Archetype
Spell Feat
You gain a spell feat of your choice that you qualify for. You can take this feat multiple times.
J Magus 01 Spellcharge
Spellcharge
You expend ki in order to fuel your own magical abilities. For every 20 ki you expend as a part of this action, you gain 1 spellcharge. You can hold a maximum of 10 spellcharges. Whenever you complete a short or long rest, your spellcharges increase to your maximum. As long as you have at least 1 spellcharge, your barrier AC increases by 1.
J Magus 01 Spellcharge Analysis
Spellcharge Analysis
Prerequisites: Spellcharge
 
You make an assessment informed by your knowledge of how a creature fights. Attempt a check to Recall Knowledge about a creature. You gain a +1 circumstance bonus to your check if you previously hit the creature with a Strike this turn. If your check is successful, you gain a spellcharge. The subject of your check is temporarily immune to Spellcharge Analysis for 1 day.
J Magus 02 Favored Enemy
Favored Enemy
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favoured enemy: Aquatic, Avian, Fossorian, Humanoid, Terran, or Saurian. You have advantage on the Track specialization to track your favored enemies, as well as on Intelligence checks to recall information about them.
J Magus 02 Spellshielding
Spellshielding
You channel some of your spellcharge back into your barrier. Expend a number of spellcharges up to your Spell Power level. For each spellcharge you expend, you heal 1d4 barrier.
J Magus 02 Spellstrike
Spellstrike
When you use this action, make a melee Strike. On hit, expend a number of spellcharges up to your Spell Power level. For each spellcharge you expend, you deal an extra 1d6 damage.
J Magus 04 Arcane Physique
Arcane Physique
Prerequisites: Adept in Arcana, Adept in Athletics
 
You train both your mind and body in tandem. You increase your proficiency rank in {character-skills.html#Arcana=Arcana} and {character-skills.html#Athletics=Athletics} from adept to elite.
J Magus 06 Knowledge is Power
Knowledge is Power
When you critically succeed at a Recall Knowledge check about a creature, you gain a +1 bonus to your next attack roll against the creature, to your AC against its next attack roll, and to your save against its next effect requiring a save. If you share this information with your allies, they gain the benefits as well. If not used, these bonuses end after 1 minute.
J Magus 08 Recognize Threat
Recognize Threat
Trigger: Your first turn of an encounter begins, and you can see a creature.
You quickly assess the threat so you can relay the information to your team. Attempt a Recall Knowledge check against the triggering creature.
J Magus 14 Cut Through Resistance
Cut Through Resistance
Make a melee Strike action. If it hits, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
J     Battlemage
J Magus 01 Battlemage
Battlemage
Prerequisites: Know a Create Items family spell
 
A battlemage is one who is never without a weapon. These mages have learned to create powerful and deadly weapons quickly and infuse them with elemental fury. You immediately learn 2 new spells.
J Magus 02 Mystic Weapon
Mystic Weapon
Prerequisites: Battlemage
 
You become a master of casting spells that allow you to materialize a weapon. You can use this ability to cast a spell in the Create Items family as long as the spell is used to create a simple or martial melee weapon. This spell is cast at your maximum spell level at no mana cost. The item loses the Structure trait. Additional castings of this spell in this way immediately destroy any items made with the prior casting of this spell.
J Magus 04 Aspected Strike
Aspected Strike
Prerequisites: Battlemage, Ability to use Superiority Dice
 
When you use this action, roll a superiority die. Then make a melee Strike. The damage is typed to whichever element you select. This is used commonly to take advantage of elemental weakness. Add the following effects in addition to the normal effects of the Strike.
Critical Success: Roll your superiority die again and add both results to your damage.
Success: Deal extra damage equal to the roll on your superiority die.
J Magus 08 Energy Weapon
Energy Weapon
Prerequisites: Battlemage, Mystic Weapon
 
Your summoned weapon gains additional benefits. When creating a weapon with your Mystic Weapon action, you can enchant the weapon to deal magical damage. The weapon can now deal an addition 1d6 damage.
J Magus 14 Magic Strike
Magic Strike
Prerequisites: Battlemage
 
Roll your superiority die and make a melee Strike. On a hit, the damage type of your weapons changes to become magical damage. Slashing damage becomes rending damage. Piercing damage becomes puncture damage. Bludgeoning damage becomes force damage. Add the following effects in addition to the normal effects of the Strike.
Critical Success: Roll your superiority die again and add both results to your damage.
Success: Deal extra damage equal to the roll on your superiority die.
J     Elemental Fist
J Magus 01 Elemental Fist
Elemental Fist
Prerequisites: Unarmed Fighter
 
By moving and focusing ki, a martial artist is able to conjure their element into their very hands to devastate their enemies. The techniques of the elemental fist were first developed by Ceres' Clan Han, but the fighting style has spread further and can be found all over the world. You gain the Aspected Blow feat.
J Magus 02 Aspected Blow
Aspected Blow
Prerequisites: Elemental Fist
 
Make a melee Strike action with unarmed strikes. The damage is typed to whichever element you select.
J Magus 04 Skystep Stance
Skystep Stance
Prerequisites: Elemental Fist
 
You enter a stance perfected by past champions allowing you to float through the sky on your ki. Whenever you are falling you may use your reaction to take the leap action potentially, stopping the fall. If you do take fall damage you reduce the damage by 10.
J Magus 06 Flaring Fists
Flaring Fists
Prerequisites: Elemental Fist
 
You focus your chakras to supply a steady supply of ki to your fists. When making unarmed strikes you deal an additional 1d6 damage with each attack. This effect ends at the end of your turn.
J Magus 08 Skystep Strike
Skystep Strike
Prerequisites: Elemental Fist, Skystep Stance
 
You Leap toward an opponent. At any point in the Leap, you can make a single Strike against a creature within your reach. if you hit with this Strike, instead of finishing your Leap, you can immediately attempt a second Leap from the space where you struck the target of your Strike. You can make a single Strike against a target within your reach during this second Leap as well. All Leaps made during this activity gain a +10-foot status bonus to the total height or distance of your leap, and no two Strikes can target the same creature.
J     Ethereal Blade
J Magus 01 Ethereal Blade
Ethereal Blade
Prerequisites: Ability to use actions with the extrasensory trait.
 
A technique finely honed by Juno assassins, ethereal blades have a technique unlike any other. These assassins roam the spirit realm to find their targets in order to strike at their most opportune moment. You learn the Arcane Blade spell.
J Magus 02 Ghost Strike
Ghost Strike
Prerequisites: Ethereal Blade
 
Requirement: The target must be flat-footed or you have advantage against them.
Ether helps direct your attack to weaknesses in your foe’s defenses. Make a melee Strike against the required target. On a hit, you deal an extra 1d10 arcane damage. If you’re at least 10th level, increase this to 2d10 damage.
J Magus 04 Astral Sight
Astral Sight
Prerequisites: Ethereal Blade
 
Requirement: You are projecting in the ethereal plane.
You can peer into the material plane while wandering the ethereal. As long as you are within 150 feet of your material body, you can see everything within 5 feet of your position in the material plane.
J Magus 04 Hidden Cunning
Hidden Cunning
Prerequisites: Ethereal Blade, Adept in Perception, Adept in Stealth
 
You train yourself to be wary of your surroundings. You increase your proficiency rank in {character-skills.html#Perception=Perception} and {character-skills.html#Stealth=Stealth} from adept to elite.
J Magus 06 Conscious Projection
Conscious Projection
Prerequisites: Ethereal Blade
 
When you are astrally projecting, your material body does not fall unconscious. When you use actions with the move trait you can move both bodies separately.
J Magus 08 Ethereal Assassin
Ethereal Assassin
Prerequisites: Ethereal Blade, Conscious Projection, Ghost Strike
 
You and only you can treat your astral body as a flanking partner.
J Magus 08 Improved Astral Sight
Improved Astral Sight
Prerequisites: Ethereal Blade
 
Your astral sight range increases to 60 feet.
 
J   Marshal Feats
J     Base
J Marshal 01 Arcane Rally
Arcane Rally
Your arcane points can be used as rally points.
J Marshal 01 Combat Feat
  Archetype
Combat Feat
You gain a combat feat of your choice that you qualify for. You can take this feat multiple times.
J Marshal 01 Motivating Rally
Motivating Rally
You gain a number of rally points equal to your Charisma modifier.
J Marshal 01 Rally Resolve
Rally Resolve
You inspire a target with the resolve to resist emotional manipulation. At 1 rally point, the rally target gains a +4 bonus to saving throws against fear and charm effects. At 2 rally points this increases to +6, and at 3 rally points it increases to +8. The creature may end the rally prematurely when they fail a saving throw against a fear or charm effect to reattempt their save.
J Marshal 01 Tactical Rally
Tactical Rally
Your superiority dice can be used as rally points.
J Marshal 02 Marshal Strike
Marshal Strike
Choose a friendly creature and expend one rally point. That creature can immediately use its reaction to make one Strike action.
J Marshal 02 Rally Battle Focus
Rally Battle Focus
You inspire your allies to hit precisely. The rally target gains a +1 bonus to attack rolls.
J Marshal 02 Snap Out Of It
Snap Out Of It
You give a quick shout, hoping to shake the fog clouding your ally's thoughts. Choose one target ally within 30 feet who is affected by a mental effect that allowed a Wisdom save or Charisma save and has a duration of no longer than 1 minute. That ally can immediately attempt a save with a +1 bonus against the effect's DC, ending the effect on a success. This can't end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes.
J Marshal 05 Rally Death Defiance
Rally Death Defiance
Your rally keeps an ally from succumbing to death. At 1 rally point, the rally target gains a +1 bonus on death saving throws. At 2 rally points this increases to +2, and at 3 rally points it increases to +3.
J Marshal 05 Rallying Charge
Rallying Charge
Your fearless charge into battle reinvigorates your allies to carry on the fight. You Stride up to your Speed and make a melee Strike. If your Strike hits and damages an enemy, you may then immediately use the Rally action.
J Marshal 08 Back to Back
Back to Back
You excel at watching your allies' backs and helping them watch yours. As long as you and an ally are adjacent to each other, neither of you can become flat-footed due to flanking unless both of you are flanked. If you're adjacent to more than one ally, all eligible allies can benefit at a given time.
J Marshal 14 Coordinated Charge
Coordinated Charge
You heroically dash into the fray, inspiring your allies to follow. You Stride up to your Speed and make a melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit can use a reaction to Stride, but they each must end their Stride closer to the creature you hit than where they started.
J     Fundamental (Free)
J Marshal 01 Rally
Rally
You can inspire competency in allies. When you use the Rally action, you choose a creature within 30 feet of yourself and expend 1 rally point. The creature is affected by your choice of features with the rally trait available to you until the start of your next turn. Some rally features grant more bonuses the more rally points you use. At 7th Marshal level you can spend 2 rally points and at 12th Marshal level you can spend 3. If a creature is affected by another rally, that creature loses all the effects of the previous rally. A creature can choose to not be affected by a rally. If you cannot spend at least 1 rally point you cannot use this action.
J     Bloodrager
J Marshal 01 Bloodrager
Bloodrager
Skills in magic, martial, and morale have always been essential to warfare. The Bloodrager embodies this concept to the fullest as it charges into conflict. Originating in the armies of Apollo, the Bloodrager inspires its allies to charge into battle and thirst for the thrill of the fight. You gain the Arcane Rally, Motivating Rally, or Tactical Rally feat.
J Marshal 02 Rally Blade Thirst
Rally Blade Thirst
Prerequisites: Bloodrager
 
You can inspire ruthless attacks in yourself and allies. At 1 rally point, the rally target gains a +2 bonus to all weapon damage rolls. At 2 rally points you grant a +4 bonus and at 3 rally points you grant a +6 bonus.
J Marshal 08 Deadly Blade Thirst
Deadly Blade Thirst
Prerequisites: Bloodrager, Rally Blade Thirst
 
A creature under the effects of your Blade Thirst also deal an extra 1d6 damage.
J Marshal 14 Battle Magic
Battle Magic
Prerequisites: Bloodrager
 
You have mastered the art of weaving spellcasting and weapon use into a single harmonious act. You may make a single Strike action when you successfully cast a spell that costs at least 2 actions.
J     Tactician
J Marshal 01 Tactician
Tactician
A tactician has a focus on the bigger picture on the battlefield. These marshals use their training and tactical acumen to overcome challenges that would overwhelm mere brute strength and skill at arms. You gain the Arcane Rally, Motivating Rally, or Tactical Rally feat.
J Marshal 02 Bait and Switch
Bait and Switch
Prerequisites: Tactician
 
When you’re within 5 feet of an ally on your turn, you can switch places with that ally. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled against all opportunity attacks then the ally may use their reaction to Stride.
J Marshal 02 Rally Speed
Rally Speed
Prerequisites: Tactician
 
You inspire haste in your allies. The rally target gains a +10 ft. bonus to all speeds.
J Marshal 06 Know Your Enemy
Know Your Enemy
Prerequisites: Tactician
 
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: • Strength score • Dexterity score • Constitution score • Armor Class • Current hit points • Total class levels (if any) • Fighter class levels (if any)
J Marshal 08 Improved Combat Superiority
Improved Combat Superiority
Prerequisites: Tactician
 
Your superiority dice turn into d10s. At 18th level, they turn into dl2s.
J Marshal 14 Relentless
Relentless
Prerequisites: Tactician
 
When you roll initiative and have no superiority dice remaining, you regain half of your superiority dice.
J     Virtuoso
J Marshal 01 Virtuoso
Virtuoso
With a song in the air and a performance at the ready, a virtuoso travels the land to win the hearts of many. Originating in Ceres, the virtuoso is more than a travelling a bard - they are an inspiration to all they meet. Weaving magic into their very performances, a virtuoso is paramount in motivating action and inspiring fighting spirit. You gain the Arcane Rally, Motivating Rally, or Tactical Rally feat.
J Marshal 02 Rally Competence
Rally Competence
Prerequisites: Virtuoso
 
Your motivation helps allies succeed at skills when they would otherwise falter. At 1 rally point, the rally target gains a +1 bonus to all skill checks. At 2 rally points you grant a +2 bonus and at 3 rally points you grant a +3 bonus.
J Marshal 04 Distract
Distract
Prerequisites: Virtuoso
 
You distract or confuse enemies with your performance. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, expend 2 rally points, roll 1d8, and subtract the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll.
J Marshal 08 Rally Resistance
Rally Resistance
Prerequisites: Virtuoso
 
Your rally makes your ally more keen to their surroundings. At 1 rally point, the rally target gains a +1 bonus on saving throws. At 2 rally points this increases to +2, and at 3 rally points it increases to +3.
J Marshal 14 Peerless Skill
Peerless Skill
Prerequisites: Virtuoso
 
When you make an ability check, you can expend one rally point. Roll a motivation die twice, take the higher result, and add the number rolled to your ability check. You can choose to do so after you roil the die for the ability check, but before the DM tells you whether you succeed or fail.
 
J   Myrmidon Feats
J     Base
J Myrmidon 01 Chakra
Chakra
You have unparallelled control over your chakras, centers of ki within your body. At the start of your turn if you have no Chakras active you open one Chakra. While a Chakra is open, the first unarmed strike you make on your turn gains a +1 bonus to attack. You can expend your Chakras on actions with the Chakra trait.
J Myrmidon 01 Clever Gambit
Clever Gambit
Trigger: Your Strike critically hits and deals damage to a creature
Your battle tactics are aided by your assessment of your foes' capabilities, allowing you to instantly adjust your movements to maximum advantage. You Step or Stride; this movement doesn't trigger reactions from the triggering creature.
J Myrmidon 01 Double Strike
Double Strike
You feint with a strike to close in with a more lethal attack. Make a strike with a -5 penalty then follow it up with a second strike at normal. This counts as two attacks when calculating your multiple attack penalty.
J Myrmidon 01 Skill Feat
  Archetype
Skill Feat
You gain a skill feat of your choice that you qualify for. You can take this feat multiple times.
J Myrmidon 02 Cat Stance
Cat Stance
Requirement: You are unarmored.
You keep yourself light on your feat to mimic the stance of a rakshur. As long as your Speed is at least 20 feet while in Cat Stance, you can Step 10 feet.
J Myrmidon 02 Climber's Stance
Climber's Stance
Requirement: You are unarmored.
You spread your arms ready like a plumhou, ready to catch attacks. You gain a +1 circumstance bonus to AC. While you are in Climber's Stance, you gain a +2 circumstance bonus to Athletics checks to Climb, and if you roll a success on an Athletics check to Climb, you get a critical success instead.
J Myrmidon 02 Flight Stance
Flight Stance
Requirement: You are unarmored.
You enter the stance of a bird, holding your arms in an imitation of a dekying's wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC While in Flight Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically.
J Myrmidon 02 Flurry of Blows
Flurry of Blows
Close a Chakra to make a melee Strike with an unarmed attack. This strike ignores Multiple Attack Penalty but increases it as per normal.
J Myrmidon 04 Evasive Dash
Evasive Dash
Close a Chakra to Stride. This movement doesn't provoke Opportunity Attacks.
J Myrmidon 04 Graceful Leaper
Graceful Leaper
Mass and muscle are meaningless when you leap; only grace and balance matter. You can roll an Acrobatics check instead of an Athletics check when making a High Jump or Long Jump.
J Myrmidon 04 Light Step
Light Step
You aren’t bothered by tricky footing. When you Stride or Step, you can ignore difficult terrain.
J Myrmidon 04 Physical Training
Physical Training
Prerequisites: Adept in Acrobatics, Adept in Athletics
 
You spend a lot of time focusing on your physical fitness. You increase your proficiency rank in {character-skills.html#Acrobatics=Acrobatics} and {character-skills.html#Athletics=Athletics} from adept to elite.
J Myrmidon 04 Precision Attack
Precision Attack
You now can add your Dexterity modifer instead of your Strength modifier to damage with finesse weapons and brawling.
J Myrmidon 06 Follow-up Strike
Follow-up Strike
Requirement: Your last action was a missed Strike with a melee unarmed attack.
You have trained to use all parts of your body as a weapon, and when you miss with an attack, you can usually continue the attack with a different body part and still deal damage. Make another Strike with a melee unarmed attack, using the same multiple attack penalty as for the missed Strike, if any.
J Myrmidon 06 Slow Fall
Slow Fall
You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Martial Artist level.
J Myrmidon 06 Speedy
Speedy
You move faster, allowing you to maneuver around the battlefield. You gain a +10 bonus to your Speed.
J Myrmidon 14 Flash Strike
Flash Strike
Requirement: You are hidden from or undetected by all of your opponents, and you aren't within 10 feet of any enemy.
You leap from the shadows to strike your foes. Stride up to your Speed, then Strike twice. Your multiple attack penalty applies normally for both attacks.
J     Acrobat
J Myrmidon 01 Acrobat
Acrobat
Prerequisites: Trained in Acrobatics
 
You have trained your body to perform incredible, seemingly superhuman feats of grace. You move in ways that leave your opponents caught off guard and fumbling for a response, turning every fight into performance art. You become Adept in the {character-skills.html#Tumble=Tumble} specialization. If you are already adept in this specialization, you instead become adept in a specialization of your choice.
J Myrmidon 02 Contortionist
Contortionist
Prerequisites: Acrobat, Adept in Acrobatics
 
You can squeeze out of tight situations surprisingly quickly. When you squeeze, on success or critical success you move at your full speed.
J Myrmidon 05 Dodge Away
Dodge Away
Prerequisites: Acrobat
 
Trigger: You are the target of a melee attack.
You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving, if you choose. You gain a +1 circumstance bonus to AC against the triggering attack. If the attack misses you, you can Step after the Strike.
J Myrmidon 08 Tumbling Strike
Tumbling Strike
Prerequisites: Acrobat
 
Make a Tumble action. On success, make a melee Strike against the target who's space you've moved through.
J Myrmidon 14 Acrobatic Reflexes
Acrobatic Reflexes
Prerequisites: Acrobat
 
You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
J     Drunken Master
J Myrmidon 01 Drunken Master
Drunken Master
Prerequisites: Trained in Performance
 
A drunken master sways, tottering on unsteady feet, to present what seems like an incompe- tent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. You become Adept in the Brewing skill. If you are already adept in this skill, you instead become adept in a skill of your choice.
J Myrmidon 02 Tipsy Sway
Tipsy Sway
Prerequisites: Drunken Master, Chakra
 
You learn how to twist and turn as part of your attacks. Whenever you close a chakra you can use the Step action once for free and your walking speed increases by 10 feet until the end of the current turn.
J Myrmidon 05 Leap To Your Feet
Leap To Your Feet
Prerequisites: Drunken Master, Adept in Acrobatics
 
You stand up from prone. Normally the Stand action costs 1 action.
J Myrmidon 05 Redirect Attack
Redirect Attack
Prerequisites: Drunken Master, Chakra
 
Trigger: A creature misses you with a melee attack.
Close one chakra to change the target of the attack to one creature of your choice, other than the attacker, that you can see within 5 feet of you. All rolls remain the same.
J Myrmidon 08 Drunkard's Luck
Drunkard's Luck
Prerequisites: Drunken Master, Chakra
 
You always seem to get a lucky bounce at the right moment. When you make an ability check, a skill roll, or a saving throw and have disadvantage, you may close one chakra to cancel the disadvantage for that roll.
J Myrmidon 14 Intoxicated Flurry
Intoxicated Flurry
Prerequisites: Drunken Master, Chakra
 
You gain the ability to make an overwhelming number of attacks against nearby enemies. You may close one chakra to make three unarmed strikes as long as each strike targets a different creature. These strikes ignores Multiple Attack Penalty but increases it as per normal.
J     Thief
J Myrmidon 01 Thief
Thief
Prerequisites: Trained in Thievery
 
You hone your skills in the larcenous arts to allow you to easily get in and out of sticky situations. You become Adept in the {character-skills.html#Steal=Steal} specialization. If you are already adept in this specialization, you instead become adept in a specialization of your choice.
J Myrmidon 02 Fast Hands
Fast Hands
Prerequisites: Thief, Cunning Action
 
Your action gained from Cunning Action can now be used to use the {character-skills.html#Palm=Palm} action, the {character-skills.html#Steal=Steal} action, the {character-skills.html#OpenLock=Open Lock} action, the {character-skills.html#Sabotage=Sabotage} action, or the {gameplay-actions.html#Interact=Interact} action.
J Myrmidon 05 Second-Story Work
Second-Story Work
Prerequisites: Thief
 
You gain a climb speed equal to 20 feet.
J Myrmidon 08 Supreme Sneak
Supreme Sneak
Prerequisites: Thief
 
You have advantage on Sneak checks if you move no more than half your speed on the same turn.
J Myrmidon 14 Thief's Finesse
Thief's Finesse
Prerequisites: Thief
 
You complete difficult maneuvers with practiced ease. You gain advantage on the next Acrobatics or Athletics check you make on your turn.
 
J   Naturopath Feats
J     Base
J Naturopath 01 Ether Sense
Ether Sense
You attune yourself to the ethereal plane allowing you to see any nearby spirits within 30 feet. While the stance is active you can use actions with the extrasensory trait.
J Naturopath 01 Skill Feat
  Archetype
Skill Feat
You gain a skill feat of your choice that you qualify for. You can take this feat multiple times.
J Naturopath 01 Spell Feat
  Archetype
Spell Feat
You gain a spell feat of your choice that you qualify for. You can take this feat multiple times.
J Naturopath 02 Paramedic
Paramedic
You move to provide immediate care to those who need it. Stride, then use the Dose or First Aid action.
J Naturopath 04 Health Assessor
Health Assessor
Prerequisites: Adept in Health, Adept in Medicine
 
You are trained in anatomy and can identify health issues easily. You increase your proficiency rank in {character-skills.html#Health=Health} and {character-skills.html#Medicine=Medicine} from adept to elite.
J Naturopath 04 Treat Condition
Treat Condition
Prerequisites: Adept in Health, Adept in Medicine
 
You treat an adjacent creature in an attempt to heal their frightened, poisoned, or stunned condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition, using your First Aid modifier as your counteract modifier and the condition's source to determine the DC. Treating a Condition that is continually applied under certain circumstances has no effect as long as the circumstances continue.
Success: You remove the condition.
J Naturopath 06 Dutiful Healer
Dutiful Healer
Whenever you cast a spell to restore hit points to a creature, the creature regains additional hit points equal to your spellcasting modifier.
J Naturopath 08 Planes Walker
Planes Walker
Requirement: You must be in an ether-sensitive state.
As part of this action you Cast a Spell to cast the {spells-all-spells-by-branch.html#SpiritWalk=Spirit Walk} spell. The cast time is ignored and the only target can be yourself.
J Naturopath 08 Resuscitate
Resuscitate
Prerequisites: Elite in Health, Elite in Medicine
 
You can use Medicine to resuscitate the dead. Attempt a DC 40 First Aid check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life unconscious but stabilized.
J Naturopath 14 Supreme Healing
Supreme Healing
When you would normally roll one or more dice to restore hit points or barrier with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
J     Chirurgeon
J Naturopath 01 Chirurgeon
Chirurgeon
Prerequisites: Trained in Health, Trained in Medicine
 
Masters of anatomy and biology, chirurgeons learn alchemy to supplement their healing with medicine. You become Adept in the {character-skills.html#FirstAid=First Aid} specialization. If you are already adept in this specialization, you instead become adept in a specialization of your choice.
J Naturopath 02 Quickcraft Medicine
Quickcraft Medicine
Prerequisites: Chirurgeon
 
A chirurgeon is especially adept at crafting medicine with expedience. When using Alchemy to craft medicine you never take more than 10 minutes.
J Naturopath 04 Strategic Diagnosis
Strategic Diagnosis
Prerequisites: Chirurgeon, Strategize
 
Requirement: You must have used Strategize this round, the last target was a creature, and you have a Strategize die.
You carefully analyze a subject. Use the {character-skills.html#Analyze=Analyze} action against your Strategize target, using the roll you made with Strategize and add half your Intelligence modifier to the result.
J Naturopath 06 Supported Healing
Supported Healing
Prerequisites: Chirurgeon
 
You are practiced at supporting magical healing with alchemical medicine. Use the First Aid action to apply medicine to an injury. If the injury is not fully healed, you may also cast a spell from the Heal Injury family of spells to treat the same injury. If you do so you cast the spell at half the mana cost.
J Naturopath 08 On Site Support
On Site Support
Prerequisites: Chirurgeon
 
You can craft medicine in the field as well as you could at any lab. When not in an Alchemy Lab you gain a +5 Bonus on all Alchemy checks.
J Naturopath 14 Debilitating Strike
Debilitating Strike
Prerequisites: Chirurgeon, Strategic Strike
 
Your knowledge of anatomy allows you to make crippling blows with your strike. When you use Strategic Strike against a creature you have knowledge of, you do so at advantage.
J     Etherealist
J Naturopath 01 Animal Companion
Animal Companion
Prerequisites: Etherealist, Companion Bond, Adept in Nature
 
You gain an animal companion that travels with you. The animal is a 1st level beast you've befriended that is common in the area where you gain this feat. You may change your Companion Bond to befriended animals.
J Naturopath 01 Companion Bond
Companion Bond
Prerequisites: Etherealist
 
You have a spirit companion that accompanies you on your adventures. The spirit is a 1st level Watcher. Alternatively, you may meet, befriend, or receive another spirit on your travels. If the spirit agrees, you may change your Companion Bond to this spirit. A companion does not gain any actions in battle. You may choose to give up a number of actions to grant your companion the same number of actions on your turn. Whenever you gain experience your companion also gains experience and may level up.
J Naturopath 01 Etherealist
Etherealist
Prerequisites: Ability to use actions with the extrasensory trait.
 
Many become accustomed to the presence of spirits while wandering the Ethereal Plane. However, some gain a kinship with spirits and the planes themselves. Sometimes called shamans, these etherealists find the Ethereal Plane as much of a home as the material, and there is no better ally to accompany them than their spiritual friend. You gain the Companion Bond feat.
J Naturopath 02 Mana Gem Casting
Mana Gem Casting
Prerequisites: Etherealist
 
You are able to cast spells through the use of a mana gem. If a spirit is manifesting in a mana gem you are holding you may cast a spell through the spirit as if the spirit has manifested into the caster. The caster must still know the spell they wish to cast, use their own actions, and spend their own ki as normal.
J Naturopath 04 Astral Companionship
Astral Companionship
Prerequisites: Etherealist
 
Whenever you enter the ethereal plane by astral projecting, you may bring up to an additional 2 concenting companions with you that you touch.
J Naturopath 04 Tandem Action
Tandem Action
Prerequisites: Companion Bond
 
You and your companion act as one. Either you or your companion takes a single, 1 cost action. Once either has taken this action that creature cannot take any additional actions this round.
J Naturopath 06 Exorcism
Exorcism
Prerequisites: Etherealist
 
Requirement: The target must be in touch range, has no barrier, and have a spirit manifesting inside of it.
You can force spirits out of manifestation. Make a Spirit Effect check vs a target spirit's Spirit Effect check. On success, the spirit is forced back into the spirit plane and cannot take a manifest trait action for 1 minute. You can use this feature a number of times equal to your Wisdom modifier (min 1).
J Naturopath 14 Spirit Shield
Spirit Shield
Prerequisites: Etherealist
 
Trigger: You are hit by an attack.
Requirement: You are holding a mana gem with a spirit manifesting inside of it.
Your spirit springs up its barrier to protect you. The damage is instead taken by the spirit's barrier.
J     Life Cleric
J Naturopath 01 Life Cleric
Life Cleric
Prerequisites: Trained in Health
 
You use your faith as a guiding hand to your healing. Your belief helps strengthen your protective prowess and magically remove wounds. You immediately learn 1 new spell.
J Naturopath 02 Disciple of Life
Disciple of Life
Prerequisites: Life Cleric
 
Your healing spells are more effective. Whenever you cast a spell to heal an injury your healing amount increases by 2 + the spell's power.
J Naturopath 04 Blessed Healer
Blessed Healer
Prerequisites: Life Cleric
 
Your faith rewards you for helping others. Whenever you cast a spell to heal an injury, your own barrier heals 2 + the spell's power.
J Naturopath 08 Heroic Recovery
Heroic Recovery
Prerequisites: Life Cleric
 
You inspire heroism into those you heal. Whenever you heal a creature's injuries with a healing spell, the target gains three bonuses until the end of its next turn: a +5-foot bonus to its Speed, a +1 bonus to attack rolls, and a +1 bonus to damage rolls.
J     Shield Sage
J Naturopath 01 Shield Sage
Shield Sage
Prerequisites: Trained in Arcana
 
Shield sages are masters in preventing harm to their allies through various barrier projection techniques. You become Adept in the {character-skills.html#IdentifyMagic=Identify Magic} specialization. If you are already adept in this specialization, you instead become adept in a specialization of your choice.
J Naturopath 02 Protective Ward
Protective Ward
Prerequisites: Shield Sage
 
You gain the Durable feat. Your maximum barrier increases by 4.
J Naturopath 04 Warding Spell
Warding Spell
Prerequisites: Shield Sage
 
Requirement: You must have an active barrier.
You can weave residual magic from your spells around yourself for protection. When you cast a spell, you can spend 1 metamagic charge to heal your own barrier by 10.
J Naturopath 06 Barrier Cover
Barrier Cover
Prerequisites: Shield Sage
 
Trigger: A creature that you can see within 30 feet of you takes damage and you have an active barrier.
You take the damage instead.
J Naturopath 08 Extended Cover
Extended Cover
Prerequisites: Shield Sage, Barrier Cover
 
You can cover your allies with your barrier more easily. Your Barrier Cover action loses the Encounter trait.
J Naturopath 14 Negating Cover
Negating Cover
Prerequisites: Shield Sage, Barrier Cover
 
With some effort you can completely absorb a blow with your barrier. When you use your barrier cover to take a creature's damage, you instead reduce all of the damage to zero.
 
J   Sage Feats
J     Base
J Sage 01 Ideation
Ideation
Sometimes a solution requires a moment of brilliance in order to spark a genius idea. These sparks of genius come in the form of ideations - moments of insight to form a new idea. You begin each day with 1 Ideation. Whenever you use the Recall Knowledge action you can spend an ideation to add 1d10 to the result.
J Sage 01 Protective Ward
Protective Ward
You gain the Durable feat. Your maximum barrier increases by 4.
J Sage 01 Spell Feat
  Archetype
Spell Feat
You gain a spell feat of your choice that you qualify for. You can take this feat multiple times.
J Sage 02 Sage Knowledge
  Archetype   Skill
Sage Knowledge
You gain five training increase. You can use each to raise one knowledge skill by one rank or become trained in a new knowledge skill. You can take this feat multiple times.
J Sage 04 Inspired Knowledge
Inspired Knowledge
Digging deep, you try to recall something important. You can expend an ideation to gain advantage on your next Recall Knowledge check this round.
J Sage 06 Subtle Spell
Subtle Spell
When you cast a spell, you can spend 2 metamagic charges to cast it without any somatic components.
J Sage 08 Branched Knowledge
  Archetype   Skill
Branched Knowledge
You increase your proficiency rank in one branch by one and learn one new spell in that branch. The normal limitations of increasing proficiency rank of branches still applies. This feat can be taken multiple times.
J Sage 08 Incredible Recollection
Incredible Recollection
Prerequisites: Ideation
 
You can sift through knowledge locked within your mind at an incredible pace. Expend an ideation to then use up to 5 Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can't use them for these actions.
J Sage 10 Sustaining Magic
Sustaining Magic
You push your concentration into extreme lengths to keep important magic sustained. Expend an ideation then choose one spell with a sustained duration you have in effect. The duration of that spell continues until for 1 minute or until the max limit, whichever is shorter.
J Sage 14 Specialized Spells
Specialized Spells
You have achieved such mastery over certain spells that you can cast them at will. Choose two 1st-level spells with the evocation trait that you know. You can cast those spells at their lowest level without expending mana. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
J     Artificer
J Sage 01 Artificer
Artificer
Prerequisites: Trained in any crafting skill
 
An artificer is an individual who lives on the edge of magic and science. They are craftsmen and engineers able to craft strong and powerful structures at will with little effort. You become Adept in any crafting specialization.
J Sage 02 Permanent Items
Permanent Items
Prerequisites: Artificer
 
You gain the Gold Infusion feat and become expert in the Shape Metal specialization.
J Sage 08 Free Structure
Free Structure
Prerequisites: Artificer
 
Your ability to maintain structural spells is greatly enhanced. When you cast a second structural spell you can use this feature to maintain it without sustaining the spell.
J Sage 14 Durable Structures
Durable Structures
Prerequisites: Artificer
 
Any ethereal material you make with the Create Materials family of spells has an additional 2 HB. This HB is lost if the material is made permanent.
J     War Mage
J Sage 01 War Mage
War Mage
Prerequisites: Trained in Arcana
 
A variety of arcane colleges specialize in training wizards for war. The tradition of war magic blends principles of evocation. It teaches techniques that empower a caster's spells to rain devastation over the battlefield. You become Adept in the {character-skills.html#RestoreBarrier=Restore Barrier} specialization. If you are already adept in this specialization, you instead become adept in a specialization of your choice.
J Sage 02 Sculpt Spell
Sculpt Spell
Prerequisites: War Mage
 
You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. You automatically critically fail against the chosen creatures.
J Sage 04 Tactical Wit
Tactical Wit
Prerequisites: War Mage
 
Your ability to quickly assess tactical situations allows you to act quickly in battle. You gain a bonus to your initiative rolls equal to your Intelligence modifier.
J Sage 06 Elemental Perfection
Elemental Perfection
Prerequisites: War Mage
 
Choose one branch of magic you can cast from. When you cast a spell that deals damage and is part of that branch, add your Charisma modifier to that damage.
J Sage 08 Empowered Evocation
Empowered Evocation
Prerequisites: War Mage
 
You can add your Intelligence modifier to the damage roll of any evocation spell you cast.
J Sage 14 Overchannel Spell
Overchannel Spell
Prerequisites: War Mage
 
You can increase the power of your simpler spells. When you cast an evocation spell of power 3 or lower, you may spend 2 metamagic points to deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 1d4 vitality damage for each level of the spell, immediately after you cast it.
 
J   Scoundrel Feats
J     Base
J Scoundrel 01 Ambush Artist
Ambush Artist
You master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed. You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, if you can hide from a creature, that creature gains no benefit from its darkvision.
J Scoundrel 01 Skill Feat
  Archetype
Skill Feat
You gain a skill feat of your choice that you qualify for. You can take this feat multiple times.
J Scoundrel 01 Sneak Attack
Sneak Attack
You know how to strike subtly and exploit a foe’s distraction. You can deal an extra 1d6 weapon damage to one creature you hit with an attack if you have advantage on the attack roll or the creature is flatfooted. The attack must use a finesse, ranged weapon, or unarmed strike. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The damage of Sneak Attack increases as you level. At 5th level and every four levels thereafter, increase the number of dice by one.
J Scoundrel 02 Dark Sight
Dark Sight
You gain darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet.
J Scoundrel 02 First Awareness
First Awareness
You add your proficiency rank bonus on Perception to your initiative.
J Scoundrel 02 Surprise Attack
Surprise Attack
You are at your deadliest when you get the drop on your enemies. Make a Strike action against a creature that hasn’t taken a turn in the combat yet. You have advantage on this attack.
J Scoundrel 04 Cunning Action
Cunning Action
Your quick thinking and agility allow you to move and act quickly. You gain the quickened condition, gain your extra action immediately, and can use the extra action for Hide, Sneak, Stride, or Step actions.
J Scoundrel 04 Fleeting Shadow
Fleeting Shadow
You're able to quickly disappear and then move about stealthily. You Hide, then Sneak twice.
J Scoundrel 04 Hidden Cunning
Hidden Cunning
Prerequisites: Adept in Perception, Adept in Stealth
 
You train yourself to be wary of your surroundings. You increase your proficiency rank in {character-skills.html#Perception=Perception} and {character-skills.html#Stealth=Stealth} from adept to elite.
J Scoundrel 04 Precision Attack
Precision Attack
You now can add your Dexterity modifer instead of your Strength modifier to damage with finesse weapons and brawling.
J Scoundrel 06 Deft Strike
Deft Strike
You make a Strike at a -5 attack penalty. Your next strike is done at a +5 attack bonus.
J Scoundrel 08 Uncanny Dodge
Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
J Scoundrel 14 Opportunistic
Opportunistic
Trigger: A creature within 5 feet of you is hit by an attack made by a creature other than you.
You can exploit a creature's momentary distraction when it is hit by an attack. Make a Strike action against the triggering creature.
J     Assassin
J Scoundrel 01 Assassin
Assassin
Prerequisites: Trained in Medicine
 
You focus your training on the grim art of death. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. You become Adept in the {character-skills.html#CoatPoison=Coat Poison} specialization. If you are already adept in this specialization, you instead become adept in a specialization of your choice.
J Scoundrel 02 Infiltration Expertise
Infiltration Expertise
Prerequisites: Assassin
 
You can unfailingly create false identities for yourself. You must spend seven days and 2500 cp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.Thereafter, you gain a +10 bonus on all {character-skills.html#Impersonate=Impersonate} and {character-skills.html#Guise=Guise} checks when taking on this disguise.
J Scoundrel 08 Death Strike
Death Strike
Prerequisites: Assassin
 
You get the jump on creatures that haven't noticed you. Make a Strike action against a creature that you are hidden from. You have advantage on this attack.
J Scoundrel 12 Assassinate
Assassinate
Prerequisites: Assassin, Death Strike
 
When you use the Death Strike action, add the following effects in addition to the normal effects of the attack.
Critical Success: You deal an extra 10d6 damage.
Success: You deal an extra 5d6 damage.
J     Phantom
J Scoundrel 01 Phantom
Phantom
Prerequisites: Trained in Stealth, Know one spell with the Cloak trait
 
Phantoms are experts in cloaking magic allowing them to be hidden in plain sight. With origins in Juno, the phantom is a favored tool of the fantasma, a group that inspires hope in the devout and conspiracy in those with more concerns. You become Adept in the {character-skills.html#Sneak=Sneak} specialization. If you are already adept in this specialization, you instead become adept in a specialization of your choice.
J Scoundrel 02 Extended Cloak
Extended Cloak
Prerequisites: Phantom
 
A shadow is an expert in spells that cause them to become hidden. When you cast a spell with the Cloak trait on yourself you will not lose cloaking when taking damage. In addition, the duration of cloaking spells is doubled when cast only on yourself.
J Scoundrel 04 Cloaking Expert
Cloaking Expert
Prerequisites: Phantom
 
A scoundrel's skills in cloaking spells improves. When you cast a spell with the Cloak trait on yourself you can now perform any action that does not include the Attack or Concentrate trait without losing the cloak effect.
J Scoundrel 12 Unseen Strike
Unseen Strike
Prerequisites: Phantom
 
Requirement: You are under the effects of a cloak trait spell.
You get the surprise on creatures while cloaked. Make a Strike action. You have advantage on this attack. Your cloak effect ends if you are successful.
J     Weasel
J Scoundrel 01 Weasel
Weasel
Prerequisites: Trained in Perception
 
You are a master of the streets, able to effortlessly navigate and listen to anything of use. You've learned to manipulate crowds and how to deceive various sorts with ease. You become Adept in the {character-skills.html#SensePresence=Sense Presence} specialization. If you are already adept in this specialization, you instead become adept in a specialization of your choice.
J Scoundrel 02 Lost in the Crowd
Lost in the Crowd
Prerequisites: Weasel
 
You’ve learned how to move as one with crowds and hide among them, vanishing into a busy street in the blink of an eye. You move at full Speed in crowds and can use cover from crowds to Hide and Sneak, gaining a +2 circumstance bonus on your Stealth checks when in a crowd of at least 10 creatures and a +4 circumstance bonus on your Stealth checks when in a crowd of at least 100 creatures.
J Scoundrel 04 Crowd Mastery
Crowd Mastery
Prerequisites: Weasel
 
You use the crowd to your advantage, diverting your foes’ attention to potential hidden dangers in the crowd. When determining if your foe is flanked, treat all squares occupied by a crowd as if they were occupied by an ally with a melee reach of 5 feet.
J Scoundrel 06 Expeditious Advance
Expeditious Advance
Prerequisites: Weasel
 
You advance and retreat quickly. You gain a +10 feet bonus to your speed.
 
J   Sorcerer Feats
J     Base
J Sorcerer 01 Arcane Points
Arcane Points
Arcane points are bursts of ki that can be manipulated to create special magical properties. You gain a number of arcane points equal to your charisma modifier (minimum 1). As an action, you can expend 1 arcane point to regain 100 ki.
J Sorcerer 01 Spell Feat
  Archetype
Spell Feat
You gain a spell feat of your choice that you qualify for. You can take this feat multiple times.
J Sorcerer 02 Empowered Spell
Empowered Spell
When you roll damage for a spell, you can spend 1 metamagic charge to reroll a number of the damage dice up to your Spellcasting modifier (minimum of one). You must use the new rolls.
J Sorcerer 02 Split Shot
Split Shot
You fragment a ranged spell into a pair of smaller shots. If your next action is to Cast a Spell without a duration that requires an attack roll against a single target and has no effect beyond dealing damage, you roll a single attack roll and compare the result to the AC of two targets within the spell's range. The spell deals only half its usual damage to each target. This counts as one attack for your multiple attack penalty.
J Sorcerer 04 Arcane Metamagic
Arcane Metamagic
Your control over metamagic becomes superior to most. You can now spend arcane points to create an equal number of metamagic charges when using metamagic actions.
J Sorcerer 04 Steady Spellcasting
Steady Spellcasting
Confident in your technique, you don’t easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.
J Sorcerer 08 Twinned Spell
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of metamagic charges equal to the spell’s level to target a second creature in range with the same spell (1 metamagic charge if the spell is a cantrip).
J Sorcerer 14 Echoing Magic
Echoing Magic
You time the components of your spell with exacting precision, setting up a resonance that duplicates the spell's effects. If your next action is to Cast a Spell of Power 4 or lower that has no duration, the spell's energy reverberates and echoes. You can Cast the Spell a second time before the end of your next turn without expending ki.
J     Favored Soul
J Sorcerer 01 Arcane Favor
Arcane Favor
Prerequisites: Arcane Points Feature, Favored Soul
 
Your favor stems from your abundance of arcane energy. You can expend 2 arcane points to generate a favor point when using a feature with the Favor trait.
J Sorcerer 01 Favored Soul
Favored Soul
Sometimes the spark of magic that fuels a caster manifests in small moments of luck. As a favored soul grows, these moments of luck not only help themselves but is extended to those around them as the caster's desires to protect their allies manifests. You gain the Arcane Favor, Ideal Favor, or Vital Favor feat.
J Sorcerer 01 Ideal Favor
Ideal Favor
Prerequisites: Ideation Feature, Favored Soul
 
Your favor stems from your intellect and clever mind. You can expend an Ideation to generate a favor point when using a feature with the Favor trait.
J Sorcerer 01 Vital Favor
Vital Favor
Prerequisites: Arcane Points Feature, Favored Soul
 
Your favor stems from your intellect and clever mind. You can expend one vitality to generate a favor point when using a feature with the Favor trait.
J Sorcerer 02 Favored Luck
Favored Luck
Prerequisites: Favored Soul
 
Trigger: When you fail a saving throw or miss with an attack roll
You can expend a favor point to roll 2d6 and add it to the total, possibly changing the outcome.
J Sorcerer 04 Bend Fate
Bend Fate
Prerequisites: Favored Soul
 
Trigger: When an ally within 30 feet of you makes an ability check
You can use expend a favor point to roll a d12 and add it to the total, possibly changing the outcome.
J Sorcerer 08 Reactive Favor
Reactive Favor
Prerequisites: Favored Soul
 
When you use a reaction to use a feature with the Favor-trait you gain another reaction. This feature can only activate once per round.
J Sorcerer 10 Doubled Favor
Doubled Favor
Prerequisites: Favored Soul
 
When you use an action with the favor trait to change the results of a die roll but that roll is being affected by multiple fortune traits, you can expend a favor point to ignore the rule against multiple fortunes being applied to one roll.
J     Warlock
J Sorcerer 01 Warlock
Warlock
Ether is a dangerous and powerful substance, capable of just as much destruction as the mana it helps create. A Warlock channels this destructive energy into his own spells, creating dangerous area You learn the Arcane Burst and Arcane Bolt spells.
J Sorcerer 01 Warlock Cantrips
Warlock Cantrips
Prerequisites: Warlock
 
You learn simple spells to manipulate ether as you require.
J Sorcerer 04 Arcane Destruction
Arcane Destruction
Prerequisites: Warlock
 
Destructive power is concentrated into your cantrips attacks. You add your spell effect rank to your Arcane Bolt attack rolls and Arcane Burst DC. You also add your spellcasting modifier to the damage of Arcane Bolt and Arcane Burst.
J Sorcerer 06 Eldritch Spear
Eldritch Spear
Prerequisites: Warlock
 
You concentrate additional ether into your bolt to force a foe away from you. When you cast Arcane Bolt, you can spend 1 metamagic charge to push the creature up to 10 feet away from you in a straight line on a successful hit.
J Sorcerer 08 Eldritch Burst
Eldritch Burst
Prerequisites: Warlock
 
Your arcane burst widens. When you cast Arcane Burst, you can spend 1 metamagic charge to increase the radius to a 15-foot-radius sphere.
J Sorcerer 08 Seeking Bolt
Seeking Bolt
Prerequisites: Warlock
 
You focus your bolt to strike your target. When you cast Arcane Bolt, you can spend 2 metamagic charges to give your bolt a +2 bonus to attack.
J Sorcerer 14 Eldritch Mastery
Eldritch Mastery
Prerequisites: Warlock
 
Until the end of your turn, all barriers that you target have weakness to the damage of your Arcane Bolt or Arcane Blast.
 
J   Spiritualist Feats
J     Base
J Spiritualist
J Spiritualist 01 Spell Feat
  Archetype
Spell Feat
You gain a spell feat of your choice that you qualify for. You can take this feat multiple times.
J Spiritualist 02 Phantom Shroud
Phantom Shroud
Requirement: You are host to an Esper or Eidolon spirit that accepts becoming a shroud.
Your spirit's body flares to life in the material plane as a shroud over your own body. Your barrier becomes equal to your spirit's essence and restores to full. The shroud lasts for 1 minute. In addition, if your barrier shatters the phantom shroud ends and the spirit is knocked unconscious for 1 hour. While the shroud is active a mask forms over your face that resembles your spirit's forma. You also take on qualities of your spirit's forma such as gaining canine ears from a cesplang or wings from a dekying. You gain the following depending on which feats your spirit possesses: Forma Armor. You gain a +2 bonus to barrier AC. Forma Bite. You gain a +2 bonus to intimidation checks. Forma Horn. You gain a +2 bonus to athletics checks. Forma Sense. You gain a +2 bonus to perception checks. Forma Toxin. You gain a +2 bonus to medicine checks.
J Spiritualist 04 Arcane Destruction
Arcane Destruction
Destructive power is concentrated into your cantrips attacks. You add your spell effect rank to your Arcane Bolt attack rolls and Arcane Burst DC. You also add your spellcasting modifier to the damage of Arcane Bolt and Arcane Burst.
J Spiritualist 04 Tandem Action
Tandem Action
Prerequisites: Companion Bond
 
You and your companion act as one. Either you or your companion takes a single, 1 cost action. Once either has taken this action that creature cannot take any additional actions this round.
J Spiritualist 06 Acceleration Shroud
Acceleration Shroud
Prerequisites: Phantom Shroud
 
You draw on more of your spirit's aspects, gaining the following features depending on which feats your spirit possesses: Forma Aquan. You gain a 30-foot swim speed. Forma Avian. You gain a 30-foot fly speed. Forma Claws. You gain a 30-foot climb speed. Forma Fossorian. You gain a 15-foot burrow speed. Forma Terran. Your land speed increases by 10-feet.
J Spiritualist 08 Evolution Shroud
Evolution Shroud
Prerequisites: Phantom Shroud
 
You draw on more of your spirit's aspects. While your phantom shroud is active you gain 3 superiority dice you can only used on feats gained through this feature. In addition, you gain the following features depending on which feats your spirit possesses: Forma Armor. You temporarily gain the {feats-combat.html#EvasiveFootwork=Evasive Footwork} feat. Forma Bite. You temporarily gain the {feats-combat.html#MenacingStrike=Menacing Strike} feat. Forma Horn. You temporarily gain the {feats-combat.html#RestrainingStrike=Restraining Strike} feat. Forma Sense. You gain darkvision out to 120 feet and scent out to 30 feet. Forma Toxin. When attacking with melee strikes, if the target has no barrier you deal an extra 1d6 poison damage.
J     Fundamental (Free)
J Spiritualist 01 Companion Bond
Companion Bond
You have a spirit companion that accompanies you on your adventures. The spirit is a 1st level Watcher. Alternatively, you may meet, befriend, or receive another spirit on your travels. If the spirit agrees, you may change your Companion Bond to this spirit. A companion does not gain any actions in battle. You may choose to give up a number of actions to grant your companion the same number of actions on your turn. Whenever you gain experience your companion also gains experience and may level up.
J Spiritualist 01 Empty Vessel
Empty Vessel
Requirement: The creature is unaspected
A Spiritualist trains their body so that when they lack an aspect they can still resist outside forces. A spiritualist gains a bonus against possession equal to their spiritualist level. In addition, if a Spiritualist becomes possessed by a creature they maintain their consciousness and senses. Once per day, a Spiritualist may force the spirit to attempt another possession. On failure, you force the spirit out of your body.
J     Conduit
J Spiritualist 01 Conduit
Conduit
Prerequisites: You cannot have another Spiritualist dedication.
 
For many spiritualists, an alliance with a single spirit is the expectation. However for a Conduit you have formed a bond with a few spirits that you entrust enough to manifest into your own body. Conduits form pacts with many spirits allowing themselves to swap quickly between each one. You gain the Multiple Manifestations feat below.
J Spiritualist 01 Multiple Manifestations
Multiple Manifestations
Prerequisites: Companion Bond
 
Your body is able to hold more than one spirit within itself. If you have at least one spirit manifested within you, you may choose whether a spirit attempting to manifest within you is able. Normally, a spirit cannot manifest into a creature if another spirit is already manifested within it. You treat each spirit manifested within you as having your Companion Bond for the effects of gaining experience. When you are host to multiple spirits, one must be designated as your active companion. Only that spirit may be granted actions from the spiritualist. It takes 1 minute of concentration to switch which spirit is active. If an active spirit has imbued their barrier to the host, the barrier disappears.
J Spiritualist 02 Pact Slot
  Archetype
Pact Slot
Prerequisites: Multiple Manifestations
 
You can more quickly change your active spirit companion. You gain a pact slot, a compartmented location in your being in which a spirit you are host to may reside. When you change your active spirit companion you can reduce the duration to 1 action if you choose a spirit in a pact slot. Doing so places your active spirit into the pact slot. Maintaining pact slots is difficult to maintain. When a spirit imbues their barrier to you, the amount of barrier granted is divided by the number of pacts slots with spirits within + 1. For example, if one pact slot contains a spirit, any barrier granted by spirits is divided by 2. You can take this feat multiple times, gaining an additional pact slot each time.
J Spiritualist 14 Reactive Companion
Reactive Companion
Prerequisites: Pact Slot
 
Trigger: You are the target of an attack or spell.
A spirit's barrier manifests as you are about to take damage. Choose a spirit within a pact slot. You immediately change your active spirit companion to that spirit and have it use Imbue Barrier.
J     Synthesist
J Spiritualist 01 Locked Vessel
Locked Vessel
Prerequisites: Companion Bond
 
Your bond with a companion spirit becomes strong enough to maintain influence even when the spirit has left. When a spirit you've formed a companion bond with leaves your body, you cannot have spirits manifest into you for 1 hour unless they are your companion spirit.
J Spiritualist 01 Synthesist
Synthesist
Prerequisites: You cannot have another Spiritualist dedication.
 
You've become bonded to your companion spirit unlike any other, essentially making you one being. You slip into aspects of your spirit with ease, able to control manifestations of its body with ease. You gain the Locked Vessel feat.
J Spiritualist 02 Suppress Appearance
Suppress Appearance
You are capable of masking any features of your spirit. Whenever your spirit manifests ether over your body, you can instead force the effect to causes the air to waver around where the effect occurs. Anyone who is within 15 feet of the Spiritualist can make a DC 15 Perception check to notice the effect. Any aspects that are physical in nature are still solid and may be noticed if touched.
J Spiritualist 04 Assume Control
Assume Control
You allow your spirit to take control of your body. Your spirit assumes control over everything your body does. While the spirit is in control it can cast spells it knows without requiring the host to also know the spell. All other aspects of Spirit Spellcasting are the same. In addition, the spirit does not have access to any skills or checks of the host that are based on intelligence, wisdom, or charisma. Instead they rely on the spirit's abilities. The spiritualist remains aware of what their body is doing but cannot communicate with the spirit in this state. A spiritualist at any time can end this feature.
J Spiritualist 14 True Form Shroud
True Form Shroud
Prerequisites: Phantom Shroud, Assume Control
 
Requirement: Your Phantom Shroud is active.
You tear off your mask, allowing your spirit to take over your very form. You immediately allows your spirit to Assume Control. While your shroud is active, ether forms around you, taking on the appearance of your spirit's forma. Your spirit replaces your physical ability scores. Your strength score becomes equal to your spirit's charisma score, your dexterity becomes equal to their intelligence, and your constitution becomes equal to their wisdom.
 
J   Strategist Feats
J     Base
J Strategist 01 Double Strike
Double Strike
You feint with a strike to close in with a more lethal attack. Make a strike with a -5 penalty then follow it up with a second strike at normal. This counts as two attacks when calculating your multiple attack penalty.
J Strategist 01 Skill Feat
  Archetype
Skill Feat
You gain a skill feat of your choice that you qualify for. You can take this feat multiple times.
J Strategist 01 Strategize
Strategize
You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature or cluster of objects within a 10 foot square that you can see and roll a Strategize Die, a d20. If you use Strategize again this round, you lose the previous roll if it is unspent and you lose your last target. You have a +1 bonus on all Investigation checks against your strategize target until the end of your turn.
J Strategist 02 Ambush Spell
Ambush Spell
You learn the {character-traits.html#ConcealSpell=Conceal Spell} metamagic feat if you do not have it. You can use the Conceal Spell metamagic feat without spending any metamagic charges.
J Strategist 02 Strategic Strike
Strategic Strike
Requirement: You must have used Strategize this round, the last target was a creature, and you have a Strategize die.
When you strike carefully and with forethought, you deal a telling blow. Make a Strike against your Strategize target that uses your Intelligence modifier for attack and damage over Strength or Dexterity, using the roll you made with Strategize. The weapon must be your unarmed strike, have the finesse trait, or be a ranged weapon. On hit, you deal an additional 1d6 weapon damage. The damage of Strategic Strike increases as you level. At 7th level and every five levels thereafter, increase the number of dice by one.
J Strategist 04 Hidden Cunning
Hidden Cunning
Prerequisites: Adept in Perception, Adept in Stealth
 
You train yourself to be wary of your surroundings. You increase your proficiency rank in {character-skills.html#Perception=Perception} and {character-skills.html#Stealth=Stealth} from adept to elite.
J Strategist 04 Strategic Seek
Strategic Seek
Requirement: You must have used Strategize this round, the last target was an area of objects, and you have a Strategize die.
You carefully seek out an object. Use the {character-skills.html#Seek=Seek} action against your Strategize target, using the roll you made with Strategize and add half your Intelligence modifier to the result.
J Strategist 04 Tactical Wit
Tactical Wit
Your ability to quickly assess tactical situations allows you to act quickly in battle. You gain a bonus to your initiative rolls equal to your Intelligence modifier.
J Strategist 06 Assess Motive
Assess Motive
Requirement: You must have used Strategize this round, the last target was a creature, and you have a Strategize die.
You carefully deduce a creature's motivations. Use the {character-skills.html#SenseMotive=Sense Motive} action against your Strategize target, using the roll you made with Strategize and add half your Intelligence modifier to the result.
J Strategist 06 Precision Shot
Precision Shot
You now can add your Dexterity modifer to damage with pistol weapons.
J Strategist 08 Intuit Presence
Intuit Presence
You can use your Investigation instead of Perception when using the {character-skills.html#SensePresence=Sense Presence} action.
J Strategist 12 Magical Ambush
Magical Ambush
You are able to catch others by surprise with your spells. Each target of your spell that you are hidden from takes a -2 penalty on saving throws against your spell's effects.
J     Detective
J Strategist 01 Detective
Detective
Prerequisites: Trained in Investigation
 
A detective excels at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You become Adept in the {character-skills.html#Analyze=Analyze} specialization. If you are already adept in this specialization, you instead become adept in a specialization of your choice.
J Strategist 01 Ear for Deceit
Ear for Deceit
Prerequisites: Detective
 
You develop a talent for picking out lies. Whenever you take the Sense Motive action, treat a roll of 7 or lower on the d20 as an 8.
J Strategist 04 Discerning Eye
Discerning Eye
Prerequisites: Detective
 
As part of this action you may use the Seek or Sense Presence action. You perform these checks at advantage.
J Strategist 08 Unerring Eye
Unerring Eye
Prerequisites: Detective
 
Your senses are almost impossible to foil. You sense the presence of illusions and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into it's true nature. You can use this feature a number of times equal to your Intelligence modifier (minimum 1)
J     Spellthief
J Strategist 01 Spellthief
Spellthief
Prerequisites: Trained in Arcana
 
Spellthieves use skill and arcane magic to drain the abilities of their opponents and turn their foes' own powers against them. You become Adept in the {character-skills.html#IdentifyMagic=Identify Magic} specialization. If you are already adept in this specialization, you instead become adept in a specialization of your choice.
J Strategist 02 Steal Spell
Steal Spell
Prerequisites: Spellthief
 
You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can force the creature to make a saving throw with its spellcasting ability modifier against your spell effect DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is of an element you have affinity towards. Within the next 8 hours you may cast the spell once.
J Strategist 04 Magic Thief
Magic Thief
Prerequisites: Spellthief, Adept in Arcana, Adept in Thievery
 
You've learned arcane techniques to conceal your magic. You increase your proficiency rank in {character-skills.html#Arcana=Arcana} and {character-skills.html#Thievery=Thievery} from adept to master.
J Strategist 14 Greater Steal Spell
Greater Steal Spell
Prerequisites: Spellthief. Steal Spell
 
Your steal spell ability loses the daily trait and instead becomes limited. In addition, when you use the spell thief ability, regardless of whether you have the ability to cast the stolen spell, a creature that failed the saving throw can’t cast that spell until 8 hours have passed.
J     Whisper
J Strategist 01 Whisper
Whisper
Prerequisites: Trained in Perception
 
A Whisper is a master spy, able to slip in and out of a disguise with ease. By controlling their chakra they can even cast spells without the faintest motion. You become Adept in the {character-skills.html#SensePresence=Sense Presence} specialization. If you are already adept in this specialization, you instead become adept in a specialization of your choice.
J Strategist 02 Quick Change
Quick Change
Prerequisites: Whisper, Trained in Disguise
 
You become adept at quickly switching from one identity to another. You can now don a disguise in one-tenth the normal time (1d3 minutes) and don or remove armor in one-half the normal time.
J Strategist 04 Subtle Spell
Subtle Spell
Prerequisites: Whisper
 
When you cast a spell, you can spend 2 metamagic charges to cast it without any somatic components.
J Strategist 06 Cloaking Chakra
Cloaking Chakra
Prerequisites: Whisper, Chakra
 
When you cast a spell from the Cloak family of spells, you can open one chakra. A creature can only open one chakra in this way per turn.
J Strategist 08 Silent Message
Silent Message
Prerequisites: Whisper
 
When you cast a spell in the Message family of spells, you can spend 1 metamagic charge to cast it without any somatic components and change the cast time to 1 action.
 
J   Warden Feats
J     Base
J Warden 01 Combat Feat
  Archetype
Combat Feat
You gain a combat feat of your choice that you qualify for. You can take this feat multiple times.
J Warden 01 Ethereal Mantle
Ethereal Mantle
You pull natural magicks around you as a cloak to defend yourself. For 1 minute, you gain the following benefits if you aren’t wearing heavy armour: • At the start of your turn, you heal 1d6 barrier. • You can use actions with the extrasensory trait. • You can't use actions with the concentrate trait while your ethereal mantle is active.
J Warden 01 Extra Mantle
Extra Mantle
Prerequisites: Ethereal Mantle
 
You gain one additional usage of Ethereal Mantle.
J Warden 01 Protective Ward
Protective Ward
You gain the Durable feat. Your maximum barrier increases by 4.
J Warden 02 Guarding Spell
Guarding Spell
When you sustain a spell you gain 1 AC until the start of your next turn. You cannot gain more than 1 AC in this way.
J Warden 02 Martial Exercise
Martial Exercise
Prerequisites: Adept in any weapon group
 
You’ve become comfortable in using weapons that you might not have picked up before. Choose one weapon group. Whenever your proficiency rank in any weapon increases to adept or beyond, you also gain that new proficiency rank with your chosen weapon group.
J Warden 04 Arcane Physique
Arcane Physique
Prerequisites: Adept in Arcana, Adept in Athletics
 
You train both your mind and body in tandem. You increase your proficiency rank in {character-skills.html#Arcana=Arcana} and {character-skills.html#Athletics=Athletics} from adept to elite.
J Warden 04 Deflecting Mantle
Deflecting Mantle
Requirement: You must not be wielding a shield.
Your mantle helps protect against physical attacks. While your Ethereal Mantle is active, you have resistance 5 to ballistic, bludgeoning, piercing, and slashing damage.
J Warden 06 Durable Wards
Durable Wards
Prerequisites: Ethereal Mantle
 
Requirement: You must not be wielding a shield.
Your mantle helps protect against physical magical attacks. While your Ethereal Mantle is active, you have resistance 5 to force, rending, and stab damage.
J Warden 08 Fast Movement
Fast Movement
Your speed increases by 10 feet while you aren’t wearing heavy armor.
J Warden 08 Undying Sentinel
Undying Sentinel
Trigger: When you are reduced to 0 hit points or less and are not killed outright
You can reduce your last damage source's damage such that you are left with 1 HP instead.
J Warden 14 Battle Magic
Battle Magic
You have mastered the art of weaving spellcasting and weapon use into a single harmonious act. You may make a single Strike action when you successfully cast a spell that costs at least 2 actions.
J     Abjurant
J Warden 01 Abjurant
Abjurant
Prerequisites: Trained in Arcana
 
Requirement: Ethereal Mantle
The abjurant is a champion of ether, focusing their skills to both augment their own defense and prevent harm to their allies. You gain the Extra Mantle feat. If you already have this feat, you instead gain a combat feat of your choice.
J Warden 04 Warding Ether
Warding Ether
Prerequisites: Abjurant
 
Requirement: Your ethereal mantle is active
You tether your mantle to an ally's barrier to allow your barrier to absorb damage instead. Choose a target creature within 60 feet that has a barrier. Until that start of your next turn, any damage that creature takes is instead taken by you. This feature automatically disables when your barrier shatters. You can only use this action once on your turn.
J Warden 08 Reactive Warding
Reactive Warding
Prerequisites: Abjurant
 
Trigger: Your barrier takes damage.
Requirement: Your ethereal mantle is active
You are especially resillient with your Ethereal Mantle. You can expend 100 ki and reduce the triggering damage by 10.
J Warden 14 Nullifying Ward
Nullifying Ward
Prerequisites: Abjurant
 
Trigger: Your barrier takes damage.
Requirement: Your ethereal mantle is active
Your mantle can absorb an attack and neutralize it. You reduce the triggering damage to 0.
J     Stormguard
J Warden 01 Stormguard
Stormguard
Prerequisites: Trained in Arcana
 
Your barrier isn't merely the first line of your own defense, but your offense as well. You've empowered your own barrier with additional ki so that the power of your element can lash back out at those who would dare attack you and your allies. You become Adept in the {character-skills.html#RestoreBarrier=Restore Barrier} specialization. If you are already adept in this specialization, you instead become adept in a specialization of your choice.
J Warden 02 Lashing Guard
Lashing Guard
Prerequisites: Stormguard, Ethereal Mantle
 
When you activate your etheral mantle your mantle emanates with power. Choose a creature within 10 feet of you. The target must make a Dexterity saving throw against your Spell Effect DC. This effect deals 2d6 damage and can only be used once per round.
J Warden 04 Restoring Guard
Restoring Guard
Prerequisites: Stormguard, Lashing Gard
 
Whenever you use your lashing barrier, you heal barrier equal to the amount of damage you deal to your target.
J Warden 08 Whipping Guard
Whipping Guard
Prerequisites: Stormguard, Lashing Gard
 
Your lashing gard grows more powerful. Add your spellcasting ability modifier to your lashing gard damage.
J Warden 14 Unyielding Ward
Unyielding Ward
Prerequisites: Stormguard
 
Trigger: Your barrier is shattered.
Requirement: You have an active ethereal mantle.
Your barrier becomes more difficult to destroy. You restore your barrier to full, your ethereal mantle ends, and you can’t use it again for 10 minutes.
 
 
J Phasma Feats
J   Deva Feats
J     Base
J Deva 02 Divine Grace
Divine Grace
Trigger: You or your host attempt a save against a spell.
You quickly shield yourself or your host, gaining a +2 circumstance bonus to the save.
J Deva 02 Restoring Veil
Restoring Veil
A Deva can quickly restore barrier. The Deva restores 1d12 barrier to a creature within touch range which can include itself or its host. A Deva can use this feature a number of times equal to their Charisma modifier (min 1).
J Deva 04 Gift of Heaven
Gift of Heaven
Trigger: When a Deva uses Imbue Barrier.
By cloaking their host in ether, a Deva can restore wounds to their ward. Choose an active injury of any type. That injury heals an amount of damage equal to your deva level.
J Deva 06 Mercy
Mercy
Prerequisites: Restoring Veil
 
Your veil relieves fear and restores movement. If the next action you use is Restoring Veil, you can remove a fear effect or an effect imposing the paralyzed condition on the target.
J Deva 08 Armament Wall
Armament Wall
A Deva receives a +2 bonus to their barrier AC.
J Deva 08 Greater Mercy
Greater Mercy
Prerequisites: Mercy
 
When you use Mercy, you can instead remove the blinded, deafened, or slowed conditions.
J Deva 14 Spiritual Guardian
Spiritual Guardian
Trigger: When a spirits host takes damage.
With incredible willpower, a Deva can force their form to become a barrier for an instant. A deva can take the triggering damage instead. All damage is done to their own essence.
 
J   Phantasm Feats
J     Base
J Phantasm 02 Hypnotic Stare
Hypnotic Stare
A phantasm can focus energy towards a creature it can see so that they will be more susceptible to their influence. You or your host creature must look at a creature within 30 feet and then make a Spirit Effect check vs the target's Charisma saving throw. On success, the creature is hypnotized by you for up to 1 minute. A creature that is hypnotized by a spirit has a -2 penalty on all wisdom and charisma based saving throws against the spirit and their host. A spirit can use Hypnotic Stare a number of times per day equal to their Charisma modifier (min 1). A spirit can only hypnotize one creature at a time. If the phantasm loses line of sight to the creature they've hypnotized or the creature is harmed in any way, the hypnotism ends. A creature that has been hypnotized by a spirit becomes immune to all hypnotism effects for 1 day.
J Phantasm 04 Alluring Hypnotism
Alluring Hypnotism
Prerequisites: Hypnotic Stare
 
A creature that is hypnotized by you has their attitude towards you shift one stage higher as long as they are hypnotized. Whenever you roll a Deception, Intimidation, or Persuasion based check against a hypnotized target you may roll 1d6 and subtract the result from the target's check or save. Doing so ends the hypnotism.
J Phantasm 06 Possession
Possession
Requirement: The spirit must be manifesting in a creature.
A spirit that manifests itself into a living creature may attempt to possess it. Make a Spirit Effect check vs the target's Spirit Effect check. On success, the creature is possessed. When possessed, a creature loses all of their senses and ability to control their own actions. The spirit has complete control over the creature they have possessed. Because the creature is effectively unconscious, the spirit does not have access to any of the creatures mental skills and must instead use its own. This includes things other mental aspects like languages and knowledge skills.
J Phantasm 08 Hypnotic Charm
Hypnotic Charm
Prerequisites: Hypnotic Stare
 
Requirement: The target is hypnotized by you.
You attempt to strengthen your hold against your hypnotized target. Make a Spirit Effect check vs the target's Charisma saving throw. On success, the creature is now Charmed by you as long as they are hypnotized.
J Phantasm 14 Influence Disaster
Influence Disaster
Prerequisites: Hypnotic Stare
 
Trigger: A creature you've hypnotized makes a saving throw.
You influence a hypnotized creature to lower their guard. The creature has disadvantage on the triggering save. The hypnotism then immediately ends on the creature.
 
J   Shade Feats
J     Base
J Shade 02 Shadow Form
Shadow Form
Requirement: The spirit must be manifesting into a creature or object.
The spirit can enter into its manifestation target's shadow and travel in the shadows around it. The spirit creates an ethereal tether between itself and its host. The tether has a range limit of 150 feet. If the spirit roams farther than its tethered length the spirit is forced back into its host. When the spirit ends this stance they may choose to end their manifestation and return to the spirit plane at their location or return to their host. While the spirit is in shadow form, it treats its senses as if it is manifesting in an object through the Object Manifest action. The spirit is incorporeal in this form making it inable to interact with anything in the material plane and nothing can interact with it. The spirit is free to travel apart from its host as long as it remains in dim or darker light. While in this stance the host cannot cast spells through the spirit's manifest spellcasting.
J Shade 04 Distant Tether
Distant Tether
Prerequisites: Shadow Form
 
Your tether length when using Shadow Form or Remote Manifestation increases to 300 feet.
J Shade 06 Shadow Jump
Shadow Jump
Prerequisites: Shadow Form
 
Requirement: The spirit must have Shadow Form active.
You instantly transport yourself from one shadow to another. Teleport yourself from your current space to a clear space you can see that's in dim light or darkness and within your tether range.
J Shade 06 Shadowcaster
Shadowcaster
Prerequisites: Shadow Form
 
Requirement: The spirit must have Shadow Form active and is manifesting into a creature.
You send a burst of mana along your tether back to your host to allow it to cast a single spell.
J Shade 08 Manifest Shade
Manifest Shade
Prerequisites: Shadow Form
 
Requirement: The spirit must have Shadow Form active.
You reveal your form in a shadow, but what you reveal yourself as is to your interpretation. You become a shadowy illusion of a creature or a stationary object, but the illusion can exist only in an area of dim light or darkness. The effect ends if the illusion is ever out of an area of dim light or darkness. If the illusion is an object, it must fit within a 20-foot burst, and the creature can be of any size up to Gargantuan, filling a 20-foot-by-20-foot space. The spirit can animate or speak as it wishes, though its coloring is always muted. Interacting with the spirit will reveal that it has no corporeal form and can be passed through.
J Shade 14 Shadow Walk
Shadow Walk
Prerequisites: Shadow Form
 
Requirement: The spirit must be manifesting into a creature.
You shift into the shadows, taking your host with you. The host must spend 500 Ki and be in an area of dim light or darkness. You then cause your host to fade into shadow and instantly transport themself and any items they're wearing and holding from your current space to a clear space within 600 feet that you can see that is also in dim light or darkness.
 
J   Yaksa Feats
J     Base
J Yaksa 02 Attuned Terrain
Attuned Terrain
You attune yourself to the natural world. You gain the Favored Terrain feat. When manifesting in a creature, you grant that creature the effects of your Favored Terrain. You grant creatures you are manifesting into a +2 bonus to skill checks to move within your favored terrain, such as Acrobatics checks to Balance on ice, Athletics checks to Swim in rough water, Acrobatics checks to Fly in windy conditions, and so forth.
J Yaksa 02 Favored Terrain
  Spirit
Favored Terrain
You have studied a specific terrain to overcome its challenges. Choose aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground as your favored terrain. When in that terrain, you can ignore the effects of non-magical diffcult terrain. This feat can be taken multiple times. Each time you take this feat, choose a new terrain.
J Yaksa 04 Wild Empathy
Wild Empathy
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. While manifesting in a creature or object, you can use Request Favor on animals to make very simple Requests of them. In most cases, wild animals will give you time to make your case.
J Yaksa 06 Wild Shape
Wild Shape
Requirement: The spirit must be manifesting into an object.
You canse the natural material around you to warp and change. Plants, loose earth, and water of your choice in a 20 foot area around you become difficult terrain.
J Yaksa 08 Green Empathy
Green Empathy
You can ask questions of and receive answers from plants. Most normal plants have a distinctive view of the world around them, so they don't recognize details about creatures or know anything about the world beyond their immediate vicinity.
J Yaksa 14 Commune with Nature
Commune with Nature
You call upon the land itself to answer questions. Spend 10 minutes in meditation then make a DC 25 spirit effect check to create a link to nature. Reduce the DC by 5 if you are within a favored terrain. Once linked you can then ask up to seven questions. The questions can be related to animals, creatures, topography, and natural resources within a 3-mile radius. The questions will be answered with an emotional response delivered through the terrain, though its answers always reflect its own agenda and could be deceptive.
Success: You can ask your questions and receive answers.
Failure: You fail to contact a planar entity.
 
J   Yokai Feats
J     Base
J Yokai 02 Bestial Rush
Bestial Rush
You or your host creature rushes forward, using its momentum to increase the power of its attack. You Stride twice and then Strike. If the creature moves at least 20 feet away from its starting position and moved entirely in a straight line, it gains a +1 bonus to this attack roll.
J Yokai 02 Elemental Strikes
Elemental Strikes
Requirement: The spirit must be manifesting in a creature.
You empower your host's body with magic. When the host makes unarmed strikes, they deal an additional 1d6 damage with each attack. This effect ends at the end of your turn.
J Yokai 02 Hustle
Hustle
You or your host creature move at incredible speed. It Strides three times.
J Yokai 04 Spirit Rage
Spirit Rage
You cause your ether to burn, draining away at your own life while empowering your strikes. When entering this stance and at the start of your or your host's turn, you take 10 damage to your essence. While in this stance, you or your host deal an extra +3 damage on each of your strikes.
J Yokai 06 Possession
Possession
Requirement: The spirit must be manifesting in a creature.
A spirit that manifests itself into a living creature may attempt to possess it. Make a Spirit Effect check vs the target's Spirit Effect check. On success, the creature is possessed. When possessed, a creature loses all of their senses and ability to control their own actions. The spirit has complete control over the creature they have possessed. Because the creature is effectively unconscious, the spirit does not have access to any of the creatures mental skills and must instead use its own. This includes things other mental aspects like languages and knowledge skills.
J Yokai 08 Spirit Frenzy
Spirit Frenzy
Prerequisites: Spirit Rage
 
When you enter a rage you can work it into a frenzy. When you do, you increase your extra damage to +7 but your essence damage increases to 25.
J Yokai 14 Sunder Spell
Sunder Spell
Prerequisites: Spirit Rage
 
Trigger: When another creature within range casts a spell.
Requirement: The spirit must be in Spirit Rage stance.
Your rage rends through ether as it forms into a spell. Make a spirit effect check against the triggering spellcaster where the DC equals 20 + the target's spell effect. On a success, the creature’s spell fails and has no effect.
 
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Name
Weight
On Person
Location
Description
J
Item  
Ammunition
y
Item Search
Item
Material
 
Statistics
Name
Weight
On Person
Location
Description
J
Item  
Weapons
y
Item Search
Item
Material
 
Actions
Create Attack
 
Statistics
Name
Weight
On Person
Location
Category
Group
Damage
Damage Type
Element
Enhancement
Properties
Description
J
Item  
Armor
Unarmored  
 
y
Item Search
Item
Material
 
Statistics
Name
Weight
On Person
Location
Category
AC
Skill Pen.
Enhancement
Description
J
Item  
Shields
Unshielded  
 
y
Item Search
Item
Material
 
Statistics
Name
Weight
On Person
Location
Category
AC
Skill Pen.
Enhancement
Description
J
Item  
Gear
y
Statistics
Name
Weight
On Person
Location
Description
J
Item  
Dust
y
Statistics
Name
Weight
On Person
Location
Description
J
Item  
Goods
y
Statistics
Name
Weight
On Person
Location
Description
J
Item  
Crafting
y
 
Base Qualities
Name
Type
Count
J
Item Qualities
Weight
Category
Group
Damage
Damage Type
Element
Enhancement
Properties
Category
AC
Skill Pen.
Enhancement
Description
J
Item Values
Resources
Effort Cost
Total
 
J
Name (Comp 1)
1st Component
Name
Type
Add material to name
 
Material
Rules
Material
Skill
 
Size
Size
Motes
 
Aspects
Add
Effort
 
Item
Amount
 
Effort
 
J
Name (Comp 2)
2nd Component
Name
Type
 
Material
Rules
Material
Skill
 
Size
Size
Motes
 
Aspects
Add
Effort
 
Item
Amount
 
Effort
 
J
Name (Comp 3)
3rd Component
Name
Type
 
Material
Rules
Material
Skill
 
Size
Size
Motes
 
Aspects
Add
Effort
 
Item
Amount
 
Effort
 
J
Name (Comp 4)
4th Component
Name
Type
 
Material
Rules
Material
Skill
 
Size
Size
Motes
 
Aspects
Add
Effort
 
Item
Amount
 
Effort
 
J
Name (Comp 5)
5th Component
Name
Type
 
Material
Rules
Material
Skill
 
Size
Size
Motes
 
Aspects
Add
Effort
 
Item
Amount
 
Effort
 
J Craft
Craft
Reset
 
Resources
Consume All
x  
Consume
x  
Consume
x  
Consume
x  
Consume
x  
Consume
 
Progress Options
Mod Bonus
Advantage
Progress Checks
Check   /
Check   /
Check   /
Check   /
Check   /
 
Completed Crafting
Add Item
Base Skills
y
Acrobatics
Ability Score
Mods
J 0
y
Balance
Skill
Mods
J 0
Traits:
Move An action with this trait involves moving from one space to another.
Requirements: You are in a square that contains a narrow surface, uneven ground, or another similar feature. You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are flat-footed while on a narrow surface or uneven ground. Crit Success: You move up to your Speed. Success: You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement). Failure: You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends. Crit Failure: You fall and your turn ends.
y
Escape Artist
Skill
Mods
J 0
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
You attempt to escape from being grabbed, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. Crit Success: You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet. Success: You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. Crit Failure: You don’t get free, and you can’t attempt to Escape again until your next turn.
y
Squeeze
Skill
Mods
J 0
Traits:
Move An action with this trait involves moving from one space to another.
You contort yourself to squeeze through a space. This action is for spaces up to half the size of your space. For exceptionally small spaces, increase the action cost to 1 minute. The GM determines the DC based on the size of the space, but is typically a DC 15. Crit Success: You move through the area for 5 feet plus 5 feet per 10 feet of your land Speed (a total of 15 feet for most PCs). Success: You move through the area for 5 feet per 10 feet of your land Speed (a total of 10 feet for most PCs, minimum 5 feet if your Speed is below 10 feet). Crit Failure: You become immobilized as you are stuck in the tight space. You may attempt another Squeeze action while stuck. Any non-critical failure result will have you become unstuck.
y
Tumble
Skill
Mods
J 0
Traits:
Move An action with this trait involves moving from one space to another.
You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy’s Dexterity Save as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment. Success: You move through the enemy’s space, treating the squares in its space as difficult terrain. If you don’t have enough Speed to move all the way through its space, you get the same effect as a failure. Failure: Your movement ends, and you trigger reactions as if you had moved out of the square you started in.
y
Arcana
Ability Score
Mods
J 0
y
Identify Magic
Skill
Mods
J 0
Traits:
Secret The GM rolls the check for this ability in secret.
You can use an Arcana check to identify objects of a magical nature or the properties of a magical item. The DC is typically 5 for a common material, and increases in difficulty as it becomes more complex and rare. Crit Success: You learn all the attributes of the magic, including its name (for an effect), what it does, and any means of activating it (for an item or location). Success: For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect’s name and what it does. You can’t try again in hopes of getting a critical success. Failure: You fail to identify the magic and can’t try again for 1 day.
y
Restore Barrier
Skill
Mods
J 0
You focus on accelerating your barrier recovery by drawing in ether. Make a DC 15 Arcana (Resore Barrier) check. When you succeed you will record a success. After five successful Restore Barrier actions are made, your barrier is restored back to full. All of your successes are removed if you take damage or attempt any action other than the Restore Barrier Activity.
y
Athletics
Ability Score
Mods
J 0
y
Climb
Skill
Mods
J 0
Traits:
Move An action with this trait involves moving from one space to another.
You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. Crit Success: You move up, across, or safely down the incline for 5 feet plus 5 feet per 10 feet of your land Speed (a total of 15 feet for most PCs). Success: You move up, across, or safely down the incline for 5 feet per 10 feet of your land Speed (a total of 10 feet for most PCs, minimum 5 feet if your Speed is below 10 feet). Crit Failure: You fall. If you began the climb on stable ground, you fall and land prone.
y
Break Free
Skill
Mods
J 0
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
You attempt to escape from being grabbed, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. Crit Success: You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet. Success: You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. Crit Failure: You don’t get free, and you can’t attempt to Escape again until your next turn.
y
Grapple
Skill
Mods
J 0
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Requirements: You have at least one free hand or have your target grappled or restrained. Your target isn't more than one size larger than you. You attempt to grab a creature or object with your free hand. Attempt an Athletics check against the target's Strength Saving Throw. You can Grapple a target you already have grabbed or restrained without having a hand free. Crit Success: Your target is grappled and restrained until the end of your next turn unless you move or your target Escapes. Success: Your target is grabbed until the end of your next turn unless you move or your target Escapes. Failure: You fail to grab your target. If you already had the target grabbed or restrained using a Grapple, those conditions on that creature or object end.
y
High Jump
Skill
Mods
J 0
Traits:
Move An action with this trait involves moving from one space to another.
You Stride, then make a vertical Leap and attempt a DC 20 Athletics check to increase the height of your jump. If you didn’t Stride at least 10 feet, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM. Crit Success: Increase the maximum vertical distance to 12 feet, or increase the maximum vertical distance to 8 feet and maximum horizontal distance to 10 feet. Success: Increase the maximum vertical distance to 8 feet. Failure: You Leap normally.
y
Long Jump
Skill
Mods
J 0
Traits:
Move An action with this trait involves moving from one space to another.
You Stride, then make a horizontal Leap and attempt an Athletics check to increase the length of your jump. You move either up to your maximum leap distance or a number of feat equal to your Athletics check. You can’t Leap farther than your Speed. If you didn’t Stride at least 10 feet, or if you attempt to jump in a different direction than your Stride, you automatically fail your check. This distance might be increased or decreased due to the situation, as determined by the GM.
y
Shove
Skill
Mods
J 0
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Requirements: You have at least one hand free. The target can’t be more than one size larger than you. You push a creature away from you or to the ground. Attempt an Athletics check against your target's Strength Saving Throw. Crit Success: You push your target up to 10 feet away from you or knock them prone. You can Stride after it, but you must move the same distance and in the same direction. Success: You push your target back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
y
Swim
Skill
Mods
J 0
Traits:
Move An action with this trait involves moving from one space to another.

While swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless the creature has swimming speed. At the GM’s option, gaining any distance in rough water might require a successful Athletics (Swim) check.

y
Deception
Ability Score
Mods
J 0
y
Create a Diversion
Skill
Mods
J 0
Traits:
Mental A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere. If you use a gesture or trick, this action gains the manipulate trait. If you use distracting words, it gains the auditory and linguistic traits. Attempt a single Deception check and compare it to the Insight checks of the creatures whose attention you're trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception checks against your attempts to Create a Diversion for 1 minute. Success: You become hidden to each creature whose Perception DC is less than or equal to your result. (The hidden condition allows you to Sneak away.) This lasts until the end of your turn or until you do anything except Step or use the Hide or the Sneak action of the Stealth skill. If you do anything else, you become observed just before you act unless the GM determines otherwise. Failure: You don’t divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.
y
Impersonate
Skill
Mods
J 0
Traits:
Concentrate An action with this trait requires a degree of mental concentration and discipline.
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Secret The GM rolls the check for this ability in secret.
You pass yourself off as someone or something you are not. This is often used in conjunction with the disguise skill. If you attempt to directly interact with someone while disguised, the GM rolls a secret Deception check for you against that creature’s Insight checks instead. If you’re disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you’re imitating, or the GM might roll a secret Deception check even if you aren’t directly interacting with others.
y
Lie
Skill
Mods
J 0
Traits:
Auditory Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. An effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.
Concentrate An action with this trait requires a degree of mental concentration and discipline.
Linguistic An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
Mental A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
Secret The GM rolls the check for this ability in secret.
You try to fool someone with an untruth. Doing so takes at least 1 round, or longer if the lie is elaborate. You roll a single Deception check and compare it against the Insight checks of every creature you are trying to fool. The GM might give them a circumstance bonus based on the situation and the nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a creature to believe than simpler and more believable lies, and some lies are so big that it’s impossible to get anyone to believe them. At the GM’s discretion, if a creature initially believes your lie, it might attempt a Perception check later to Sense Motive against your Deception DC to realize it’s a lie. This usually happens if the creature discovers enough evidence to counter your statements. Success: The target believes your lie. Failure: The target doesn’t believe your lie and gains a +4 circumstance bonus against your attempts to Lie for the duration of your conversation. The target is also more likely to be suspicious of you in the future.
y
Health
Ability Score
Mods
J 0
y
Identify Illness
Skill
Mods
J 0
Traits:
Concentrate An action with this trait requires a degree of mental concentration and discipline.
Secret The GM rolls the check for this ability in secret.
The Medicine skill is used to identify and understand disease and illness. You can identfy any illnesses or poisons a target creature may be afflicted with. The check usually takes 1 minute and is made against a DC determined by the complexity and rarity of the illness. Crit Success: You understand the symptoms of the illness and are aware of exactly what they are afflicted with. Success: You understand the symptoms of the illness inflicting the creature and have an idea of or know precisely what the creature is afflicted with.
y
Stabilize
Skill
Mods
J 0
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Medicine (Stabilize) check. A stable creature doesn’t make death Saving Throws, even though it has 0 or less hit points, but it does remain downed. The creature stops being stable, and must start making death saving throws again, if it takes any damage. Success: The creature becomes stable.
y
Insight
Ability Score
Mods
J 0
y
Discern Secret
Skill
Mods
J 0
Traits:
Concentrate An action with this trait requires a degree of mental concentration and discipline.
Secret The GM rolls the check for this ability in secret.
You may use Insight to detect that a hidden message is being transmitted via the Deception skill. In this case, your Insight check is opposed by the Deception check of the character transmitting the message.
y
Sense Motive
Skill
Mods
J 0
Traits:
Concentrate An action with this trait requires a degree of mental concentration and discipline.
Secret The GM rolls the check for this ability in secret.
You try to tell whether a creature's behavior is abnormal. Choose one creature, and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone. The GM attempts a single secret Insight (Hunch) check for you and compares the result to the Deception DC of the creature, the DC of a spell affecting the creature's mental state, or another appropriate DC determined by the GM. You typically can't try to Sense the Motive of the same creature again until the situation changes significantly. Success: You can tell whether the creature is behaving normally, but you don’t know its exact intentions or what magic might be affecting it. Failure: You detect what a deceptive creature wants you to believe. If they’re not being deceptive, you believe they’re behaving normally.
y
Intimidation
Ability Score
Mods
J 0
y
Coerce
Skill
Mods
J 0
Traits:
Auditory Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. An effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.
Concentrate An action with this trait requires a degree of mental concentration and discipline.
Emotion This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Linguistic An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
Mental A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. At the end of the conversation, attempt an Intimidation check against the target's Charisma Saving Throw, modified by any circumstances the GM determines. The attitudes referenced in the effects below are summarized in the Changing Attitudes sidebar and described in full in the Conditions page. Crit Success: The target gives you the information you seek or agrees to follow your directives so long as they aren't likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes unfriendly (if they weren't already unfriendly or hostile). However, the target is too scared of you to retaliate—at least in the short term. Success: As critical success, but once the target becomes unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies. Failure: The target doesn’t do what you say, and if they were not already unfriendly or hostile, they become unfriendly. Crit Failure: The target refuses to comply, becomes hostile if they weren’t already, and can’t be Coerced by you for at least 1 week.
y
Demoralize
Skill
Mods
J 0
Traits:
Auditory Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. An effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.
Concentrate An action with this trait requires a degree of mental concentration and discipline.
Emotion This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Fear Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
Mental A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Wisdom Saving Throw. If the target does not understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes. Success: The target becomes frightened until the end of their next turn.
y
Investigation
Ability Score
Mods
J 0
y
Analyze
Skill
Mods
J 0
Traits:
Concentrate An action with this trait requires a degree of mental concentration and discipline.
Secret The GM rolls the check for this ability in secret.
You can use your investigation check to investigation various properties of a creature, situation, or location to discern obscured, hidden, or non-obvious clues. This action is appropriate when searching for non-written visual or auditory information. Usually this takes 1 minute of analysis to discern anything of value, but this duration may be adjusted on GM discretion. You attempt a single Investigation check and the GM compares the result to the DC to detect any hidden information. Success: You learn of any appropriate properties of the creature, situation, or location or get a clue to its whereabouts, as determined by the GM.
y
Appraise
Skill
Mods
J 0
Traits:
Concentrate An action with this trait requires a degree of mental concentration and discipline.
Secret The GM rolls the check for this ability in secret.
Investigation can be used to appraise the value of an object or item. Make a DC 20 investigation check, modified by any circumstances the GM determines. Crit Success: You know exactly the value of the item. Success: You have a rough estimate of the value of the item, within roughly a 15% margin of error. Crit Failure: Your estimate is wildly off and you do not realize this.
y
Seek
Skill
Mods
J 0
Traits:
Concentrate An action with this trait requires a degree of mental concentration and discipline.
Secret The GM rolls the check for this ability in secret.
You scan an area for signs of objects. Choose an area you're scanning. If precision is necessary, you search up to a 10-foot square adjacent to you. The GM might determine you need to Seek as an activity, taking more actions or even minutes or hours if you're searching a particularly cluttered area. You attempt a single Investigation check and the GM compares the result to the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). Crit Success: You learn the object's location. Success: You learn the object's location or get a clue to its whereabouts, as determined by the GM.
y
Nature
Ability Score
Mods
J 0
y
Assess Creature
Skill
Mods
J 0
Traits:
Concentrate An action with this trait requires a degree of mental concentration and discipline.
You assess the value and quality of a slain creature's body. This skill is used in combination with the Cutting action to harvest parts from a creature.
y
Command Animal
Skill
Mods
J 0
Traits:
Auditory Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. An effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.
Concentrate An action with this trait requires a degree of mental concentration and discipline.
You issue an order to an animal. Attempt a Nature check against the animal's Charisma Saving Throw. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat. You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride. Most animals know the Drop Prone, Leap, Seek, Stand, Stride, and Strike basic actions. Success: The animal does as you command on its next turn.
y
Perception
Ability Score
Mods
J 0
y
Perceive Barrier
Skill
Mods
J 0
Traits:
Concentrate An action with this trait requires a degree of mental concentration and discipline.
You perceive the qualities of any barriers of creatures you can see. You immediately understand roughly how damaged their barrier is compared to their maximum and what elemental affinity it is tied to.
y
Sense Presence
Skill
Mods
J 0
Traits:
Concentrate An action with this trait requires a degree of mental concentration and discipline.
Secret The GM rolls the check for this ability in secret.
You scan an area for signs of creatures. Choose an area you're scanning. If precision is necessary, the GM can have you select a 30-foot cone or a 15-foot burst within line of sight. You might take a penalty if you choose an area that's far away. You attempt a Perception check and your DM compares the result to the Stealth DCs of any undetected or hidden creatures in the area. A creature you detect might remain hidden, rather than becoming observed, if you're using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed. Crit Success: Any undetected or hidden creature you critically succeeded against becomes observed by you. Success: Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you.
y
Performance
Ability Score
Mods
J 0
y
Act
Skill
Mods
J 0
Traits:
Auditory Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. An effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.
Linguistic An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
Visual A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
Acting is any kind of dramatic performance that requires convincing those of your portrayal of something you are not. This action is most useful when you want to prove your capability or impress someone quickly. Performing rarely has an impact on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers—or even change their attitudes—if the GM sees fit. Success: You prove yourself, and observers appreciate the quality of your performance.
y
Comedy
Skill
Mods
J 0
Traits:
Auditory Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. An effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.
Linguistic An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
Visual A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
Comedy is the art of making an audience laugh. This action is most useful when you want to prove your capability or impress someone quickly. Performing rarely has an impact on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers—or even change their attitudes—if the GM sees fit. Success: You prove yourself, and observers appreciate the quality of your performance.
y
Dance
Skill
Mods
J 0
Traits:
Move An action with this trait involves moving from one space to another.
Visual A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
Dancing is the art of moving ones own body in a rhythmic pattern. This action is most useful when you want to prove your capability or impress someone quickly. Performing rarely has an impact on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers—or even change their attitudes—if the GM sees fit. Success: You prove yourself, and observers appreciate the quality of your performance.
y
Oratory
Skill
Mods
J 0
Traits:
Auditory Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. An effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.
Linguistic An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
Oratory performances compose any kind of storytelling or prose to entertain. This action is most useful when you want to prove your capability or impress someone quickly. Performing rarely has an impact on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers—or even change their attitudes—if the GM sees fit. Success: You prove yourself, and observers appreciate the quality of your performance.
y
Play Instrument
Skill
Mods
J 0
Traits:
Auditory Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. An effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Instrument performances involve the utilization of an instrument to entertain. This action is most useful when you want to prove your capability or impress someone quickly. Performing rarely has an impact on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers—or even change their attitudes—if the GM sees fit. Success: You prove yourself, and observers appreciate the quality of your performance.
y
Sing
Skill
Mods
J 0
Traits:
Auditory Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. An effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.
Linguistic An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
A singing performance involves the use of the singer's voice in a musical composition. This action is most useful when you want to prove your capability or impress someone quickly. Performing rarely has an impact on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers—or even change their attitudes—if the GM sees fit. Success: You prove yourself, and observers appreciate the quality of your performance.
y
Persuasion
Ability Score
Mods
J 0
y
Gather Information
Skill
Mods
J 0
Traits:
Secret The GM rolls the check for this ability in secret.
You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts. Success: You collect information about the individual or topic. The GM determines the specifics. Crit Failure: You collect incorrect information about the individual or topic.
y
Influence
Skill
Mods
J 0
Traits:
Auditory Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. An effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.
Concentrate An action with this trait requires a degree of mental concentration and discipline.
Linguistic An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
Mental A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. At the end of the conversation, attempt a Persuasion check against the Charisma Saving Throw of one target, modified by any circumstances the GM sees fit. Good impressions (or bad impressions, on a critical failure) last for only the current social interaction unless the GM decides otherwise. Success: The target’s attitude toward you improves by one step. Crit Failure: The target’s attitude toward you decreases by one step.
y
Request Favor
Skill
Mods
J 0
Traits:
Auditory Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. An effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.
Concentrate An action with this trait requires a degree of mental concentration and discipline.
Linguistic An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
Mental A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
You can make a request of a creature that’s friendly or helpful to you. You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them. Crit Success: The target agrees to your request without qualifications. Success: The target agrees to your request, but they might demand added provisions or alterations to the request. Failure: The target refuses the request, though they might propose an alternative that is less extreme. Crit Failure: Not only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request.
y
Stealth
Ability Score
Mods
J 0
y
Conceal an Object
Skill
Mods
J 0
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Secret The GM rolls the check for this ability in secret.
You hide a small object on your person (such as a weapon of light Bulk). When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer’s Perception check. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can attempt a Perception check against your Stealth DC (finding the object on success). You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their Perception check results to your Stealth DC to determine whether they find the object. Success: The object remains undetected. Failure: The searcher finds the object.
y
Hide
Skill
Mods
J 0
Traits:
Secret The GM rolls the check for this ability in secret.
You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your Stealth check in secret and compares the result to the Perception check of each creature you’re observed by but that you have cover or greater cover against or are concealed from. You gain the circumstance bonus from cover or greater cover to your check. If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again. You cease being hidden if you do anything except Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains flat-footed against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If a creature uses Sense Presence to make you observed by it, you must successfully Hide to become hidden from it again. Success: If the creature could see you, you’re now hidden from it instead of observed. If you were hidden from or undetected by the creature, you retain that condition.
y
Sneak
Skill
Mods
J 0
Traits:
Move An action with this trait involves moving from one space to another.
Secret The GM rolls the check for this ability in secret.
You can attempt to move to another place while becoming or staying undetected. Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.) If you’re undetected by a creature and it’s impossible for that creature to observe you (for a typical creature, this includes when you’re invisible, the observer is blinded, or you’re in darkness and the creature can’t see in darkness), for any critical failure you roll on a check to Sneak, you get a failure instead. You also continue to be undetected if you lose cover or greater cover against or are no longer concealed from such a creature. At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception check of each creature you were hidden from or undetected by at the start of your movement. If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you’re moving, the bonus increase from Taking Cover doesn’t apply. You don’t get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature. Success: You’re undetected by the creature during your movement and remain undetected by the creature at the end of it. You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains flat-footed against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become hidden instead of undetected. If a creature uses Seek and you become hidden to it as a result, you must Sneak if you want to become undetected by that creature again. Failure: A telltale sound or other sign gives your position away, though you still remain unseen. You’re hidden from the creature throughout your movement and remain so. Crit Failure: You’re spotted! You’re observed by the creature throughout your movement and remain so. If you’re invisible and were hidden from the creature, instead of being observed you’re hidden throughout your movement and remain so.
y
Survival
Ability Score
Mods
J 0
y
Navigate
Skill
Mods
J 0
Traits:
Secret The GM rolls the check for this ability in secret.
Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild. Typically, you attempt a Survival check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). More unusual locales or those you’re unfamiliar with might require you to have a minimum proficiency rank to Navigate. Without a compass, you take a –2 item penalty to checks to Sense Direction. Crit Success: You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly. Success: You gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions.
y
Track
Skill
Mods
J 0
Traits:
Concentrate An action with this trait requires a degree of mental concentration and discipline.
Move An action with this trait involves moving from one space to another.
You follow tracks, moving at up to half your travel speed. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an encounter. In this case, Track is a single action and doesn’t have the exploration trait, but you might need to roll more often because you’re in a tense situation. The GM determines how often you must attempt this check. You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground. Success: You find the trail or continue to follow the one you’re already following. Failure: You lose the trail but can try again after a 1-hour delay. Crit Failure: You lose the trail and can’t try again for 24 hours.
y
Thievery
Ability Score
Mods
J 0
y
Palm
Skill
Mods
J 0
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Palming a small, unattended object without being noticed requires you to roll a single Thievery check against the Perception checks of all creatures who are currently observing you. You take the object whether or not you successfully conceal that you did so. You can typically only Palm Objects of negligible Bulk, though the GM might determine otherwise depending on the situation. Success: The creature does not notice you Palming the Object. Failure: The creature notices you Palming the Object, and the GM determines the creature’s response.
y
Steal
Skill
Mods
J 0
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
You try to take a small object from another creature without being noticed. Typically, you can Steal only an object of negligible Bulk, and you automatically fail if the creature who has the object is in combat or on guard. Attempt a Thievery check to determine if you successfully Steal the object. The DC to Steal is usually the Perception check of the creature wearing the object. This assumes the object is worn but not closely guarded (like a loosely carried pouch filled with coins, or an object within such a pouch). If the object is in a pocket or similarly protected, you take a –5 penalty to your Thievery check. The GM might increase the DC of your check if the nature of the object makes it harder to steal (such as a very small item in a large pack, or a sheet of parchment mixed in with other documents). You might also need to compare your Thievery check result against the Perception checks of observers other than the person wearing the object. The GM may increase the Perception DCs of these observers if they’re distracted. Success: You steal the item without the bearer noticing, or an observer doesn’t see you take or attempt to take the item. Failure: The item’s bearer notices your attempt before you can take the object, or an observer sees you take or attempt to take the item. The GM determines the response of any creature that notices your theft.
Crafting Skills
y
Alchemy
Ability Score
Mods
J 0
y
Balm
Skill
Mods
J 0
The process of creating an oil or paste out of ingredients. These are typically applied directly to flesh when used for medicinal purposes.
y
Inhalent
Skill
Mods
J 0
The creation of smoke sticks and powders to be inhaled directly or after burning them and inhaling the smoke.
y
Injection
Skill
Mods
J 0
The creation of liquids to be injected directly into the blood stream via needle or incision.
y
Tablet
Skill
Mods
J 0
This form of alchemy creates easy to consume pills to be swallowed but can also simply be the preparation process to activate a drug to be eaten.
y
Artistry
Ability Score
Mods
J 0
y
Painting
Skill
Mods
J 0
Painting is the art of conveying images through paint and ink, usually with a variety of colors. You need to have Painter's supplies in order to paint anything. Painting is usually done in 1 hour intervals, but smaller drawings can be reasoned to be done in the matter of 1 minute intervals.
y
Penmanship
Skill
Mods
J 0
Penmanship allows you to convey information precisely.
y
Sketching
Skill
Mods
J 0
Sketching is the ability to convey information in a drawing quickly and concisely. Only a pen, pencil, or other sketching implement is needed for this skilled action. Sketching is measured in 1 minute intervals.
y
Brewing
Ability Score
Mods
J 0
y
Blending
Skill
Mods
J 0
Blending requires the fine chopping, straining, and juicing of its ingredients then combining it all in a consistent juice.
y
Fermenting
Skill
Mods
J 0
Fermenting is the process to create alcohol. It requires a lot of time and patience.
y
Roasting
Skill
Mods
J 0
Roasting is the process of preparing beans such that they can be finely chopped then have hot liquids extract their flavors.
y
Steeping
Skill
Mods
J 0
Steeping is the process of preparing leaves to be brewed for teas.
y
Carving
Ability Score
Mods
J 0
y
Chiselling
Skill
Mods
J 0
Chiselling utilizes a chisel to chip off pieces of wood, stone, or ice in order to shape it to a wanted shape.
y
Cutting
Skill
Mods
J 0
When attempting to cut something with a knife that requires precision, the cutting skill is used.
y
Shape Ice
Skill
Mods
J 0
When ice is in the form of dust it can be remade into one piece by solidifying it through the use of magic.
y
Shape Plants
Skill
Mods
J 0
When plant matter is in the form of dust it can be remade into one piece by solidifying it through the use of magic.
y
Cooking
Ability Score
Mods
J 0
y
Baking
Skill
Mods
J 0
This form of cooking involves applying constant heat to your food in an enclosed environment like an oven.
y
Grilling
Skill
Mods
J 0
This is a fast and very hot way to cook placing the good on a pan over an intense heat.
y
Mixing
Skill
Mods
J 0
This type of cooking can hardly be called cooking at all. It involves mixing the ingredients together, sometimes in specific ways.
y
Simmering
Skill
Mods
J 0
This form of cooking has a liquid in a pan cooked over a controlled heat.
y
Steaming
Skill
Mods
J 0
Steaming is the cooking of food over boiling water and allowing the steam to provide heat to the food.
y
Stewing
Skill
Mods
J 0
Stewing is a cooking technique where food is first cooked usually by grill then cooked in liquid.
y
Leatherworking
Ability Score
Mods
J 0
y
Stitching
Skill
Mods
J 0
This skill is used when working with leather and stitching it together to create objects.
y
Tanning
Skill
Mods
J 0
Tanning is the process of taking animal hide and turning it into leather.
y
Molding
Ability Score
Mods
J 0
y
Glassblowing
Skill
Mods
J 0
When working with and shaping glass, the skill of glassblowing is required.
y
Sculpting
Skill
Mods
J 0
Sculpting allows one to use soft material like clay and shape it into a desired form.
y
Shape Earth
Skill
Mods
J 0
When earthen material is in the form of dust it can be remade into one piece by solidifying it through the use of magic.
y
Shape Glass
Skill
Mods
J 0
When glass is in the form of dust it can be remade into one piece by solidifying it through the use of heat and molds or magic.
y
Smithing
Ability Score
Mods
J 0
y
Forging
Skill
Mods
J 0
Forging is the bending of hard and sturdy material like metals into a shape you like at a hot or cold temperature. This is usually done with the use of tools that can manipulate the material.
y
Shape Metal
Skill
Mods
J 0
When metal is in the form of dust it can be remade into one piece by solidifying it through the use of magic.
y
Tinkering
Ability Score
Mods
J 0
y
Engineering
Skill
Mods
J 0
Engineering is the ability to use gears and other engineering tools to create engines and other motorized objects. Engineering's tools are needed to perform any kind of engineering tasks and access to an Engineering Workshop is often necessary for all but the most simple of tasks.
y
Goldsmithing
Skill
Mods
J 0
Goldsmithing is the ability to work with gold and gemstones. Jeweler's tools are needed to perform any kind of goldsmithing.
y
Weaving
Ability Score
Mods
J 0
y
Fabric Craft
Skill
Mods
J 0
Fabric craft is the art of taking fibrous material and making fabric.
y
Sewing
Skill
Mods
J 0
This is the skill to take different fabrics and stitching them together.
Technical Skills
y
Disable Device
Ability Score
Mods
J 0
y
Open Lock
Skill
Mods
J 0
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Opening a lock without a key has a DC that is determined by the complexity and construction of the lock you are attempting to pick (locks and their DCs are found in their description). Locks of higher qualities might require multiple successes to unlock, since otherwise even an unskilled burglar could easily crack the lock by attempting the check until they rolled a natural 20. If you lack the proper tools, the GM might let you used improvised picks, which are treated as shoddy tools, depending on the specifics of the lock. Crit Success: You unlock the lock, or you achieve two successes toward opening a complex lock. You leave no trace of your tampering. Success: You open the lock, or you achieve one success toward opening a complex lock. Crit Failure: You break your tools. Fixing them requires using Crafting to Repair them or else swapping in replacement picks.
y
Sabotage
Skill
Mods
J 0
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
This action allows you to disarm or sabotage a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. Thieves’ tools are helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Disable Device to disable it. Your Disable Device check result determines how much progress you make. Crit Success: You sabotage the device, or you achieve two successes toward disabling a complex device. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed. Success: You disable the device, or you achieve one success toward disabling a complex device. Crit Failure: You trigger the device.
y
Disguise
Ability Score
Mods
J 0
y
Guise
Skill
Mods
J 0
Traits:
Concentrate An action with this trait requires a degree of mental concentration and discipline.
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Secret The GM rolls the check for this ability in secret.
You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a disguise kit, but a simpler, quicker disguise might do the job if you’re not trying to imitate a specific individual, at the GM’s discretion. In most cases, creatures have a chance to detect your deception only if they use the Seek action to attempt Perception checks against your Disguise check.
y
Gathering
Ability Score
Mods
J 0
y
Farm
Skill
Mods
J 0
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
This allows you to farm and care for plants. Farming requires Farmer's tools in order to properly grow and care for plants. When performing this magically with appropriate magic, this skill is usually performed over a 1 hour period and produces a number of fresh fruits or vegetables equal to 1 per every 5 of your check's results. Otherwise, this check can represent manual labor and will produce a number of produce equal to your check x 100 over a month's period.
y
Fish
Skill
Mods
J 0
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
This skill allows you to bait and capture fish using fishing tools like nets and rods. Fishing requires Fisher's tools in order to properly acquire fish. When performing this magically with appropriate magic, this skill is usually performed over a 1 hour period and produces a number of fish equal to 1 per every 5 of your check's results. Otherwise, this check can represent manual labor and will produce a number of produce equal to your check over a day's period.
y
Forage
Skill
Mods
J 0
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
This skill allows you to search the land for valuable ingredients. This check represents both magically augmented and manual searching performed over a 1 hour period and produces a number of ingredients equal to 1 per every 5 of your check's results.
y
Mining
Skill
Mods
J 0
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
This allows you to mine for earthen material and ingredients. Mining requires Miner's tools in order to properly mine. When performing this magically with appropriate magic, this skill is usually performed over a 1 hour period and produces a number of usable material equal to 1 per every 5 of your check's results. Otherwise, this check can represent manual labor and will produce a number of product equal to your check x 100 over a month's period.
y
Medicine
Ability Score
Mods
J 0
y
Coat Poison
Skill
Mods
J 0
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
This aspect of poisoning is related to coating an object with contact or injury poison. One dose of poison smeared on a weapon or some other object affects just a single target. A poisoned weapon or object retains its poison until the weapon scores a hit or the object is touched (unless the poison is wiped off before a target comes in contact with it). To coat an object in poison, make a DC 20 Medicine check. Success: You properly coat the object Failure: You successfully coat the object with poison but also poison yourself in the process.
y
Dose
Skill
Mods
J 0
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
In order to apply stimulants or ingested drugs, a dose action is used. When attempting to apply a dosage, make a DC 10 Medicine check. If applying a dose to an unwilling creature, you must also beat their AC. If the creature is unwilling and has an active barrier, the minimum DC is 35. Success: The drug is applied and consumed appropriately. Crit Failure: The drug is consumed but not administered.
y
First Aid
Skill
Mods
J 0
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
First aid is the treatment of wounds and is the action used to use any medicine. Usually, first aid requires 1 minute to properly perform and requires no check. However, it can be performed much quicker as an action. When attempting to apply first aid, make a DC 15 Medicine check. If applying a treatment to an unwilling creature, you must also beat their AC. If the creature is unwilling and has an active barrier, the minimum DC is 35. Success: The drug is applied and consumed appropriately. Crit Failure: The drug is consumed but not administered.
y
Release Poison
Skill
Mods
J 0
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
This aspect of poisoning is related to releasing poison that must be ingested or inhaled. To release poison, make a DC 20 Medicine check. Success: You properly release the poison Failure: You successfully apply the poison but also poison yourself in the process.
y
Pilot
Ability Score
Mods
J 0
y
Pilot Aircraft
Skill
Mods
J 0
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
This skill is used to pilot any manned or unmanned air- craft operating solely within planetary atmosphere. Simply having proficiency in pilot aircraft will cover general use for most vehicles in this category. This action will asked to be made when performing complicated maneuvers or under special conditions. The DC is determined by your GM depending on the action.
y
Pilot Groundcraft
Skill
Mods
J 0
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
This skill is used to pilot any ground-based vehicle including trains and carts. Simply having proficiency in pilot groundcraft will cover general use for most vehicles in this category. This action will asked to be made when performing complicated maneuvers or under special conditions. The DC is determined by your GM depending on the action.
y
Pilot Seacraft
Skill
Mods
J 0
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
This skill is used to pilot any waterborne vehicle from large ships to small boats. Simply having proficiency in pilot seacraft will cover general use for most vehicles in this category. This action will asked to be made when performing complicated maneuvers or under special conditions. The DC is determined by your GM depending on the action.
Knowledges
 
Knowledges
y
Search
Type
Preset
Type
 
Statistics
Name
Rank
Base
Mods
 
Description
0 0
Languages
y
Statistics
Language
Rank
Base
Mods
 
Description
0
Base Actions
y
Name
Target
Traits
Action Cost
Changing Cost
 
Conditionals
Has Conditionals
Range
Trigger
Requirement
 
Checks
Has Check
Is Attack Roll
Attack Roll
Base +
Proficency Group
Proficency Rank
Total 0
Randomize Roll?
Check Roll
Check +
Target Check
DC
Total 0
 
Damage
Has Damage Roll
Base + +
Type  
Total
Secondary Damage
Has 2nd Damage Roll
Secondary Damage
Base + +
Type  
Total
Spell Empowering
Heighten Damage
Base Power Level
 
Description
 
Results
Crit Success
Success
Failure
Crit Failure
Battle Code
Show Battle Code
On Crit Success
On Success
On Failure
On Crit Failure
 
Resources
Mana Cost
Ammo Cost
Resource
Consumable
J
Traits:
Trigger:
Requirement:
Spellcasting
y
Concentration Bonus
Global Magic Attack Bonus
Spell Save DC Bonus
Surge Bonus
Surge Resist
Ether Bonus
Spell Effect
Power 0
Surge 0
Ether 0
y
Ki Bonus
Ki
max 0
y
Bonus Essence
Essence
max 0
 
y
Bonus Slots
Spell Slots 0
Max 0
Spells
y
Base
Name
Power
Branch
Target
Traits
Is Aspected
Casting
Mana 0 + = 0
Slot Size
Normal
Centered
Trigger
Duration
Range
Range
Area
Targets
 
Checks
Has Check
Is Attack Roll
Attack Roll
Base +
Proficency Group
Proficency Rank
Total 0
Check Roll
Check +
Target Check
DC
Total 0
 
Damage
Has Damage Roll
Base + +
Type  
Total
Secondary Damage
Has 2nd Damage Roll
Secondary Damage
Base + +
Type  
Total
Spell Empowering
Heighten Damage
 
Description
Heightened Description
 
Results
Crit Success
Success
Failure
Crit Failure
Battle Code
Show Battle Code
On Crit Success
On Success
On Failure
On Crit Failure
 
J
Spell Name
Traits:
Range: Area: Targets:
Trigger:
On Crit Success:
On Success:
On Failure:
On Crit Failure:
Heightened
 
Old Stuff
y
Name
Memo
Mana 0 +
Type
Add casting mod
Resource
Description
J Lv
Spell Name
At Higher Levels
Notes
Basic Actions
J
Trigger: An ally is about to use an action that requires a skill check or attack roll. Requirements: The ally is willing to accept your aid, and you have prepared to help (see below). You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you’re trying to help, and they determine whether you can Aid your ally. When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 20, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls. Crit Success: You grant your ally a +2 bonus to the triggering check. If you’re a master with the check you attempted, the bonus is +3, and if you’re legendary, it’s +4. Success: You grant your ally a +1 bonus to the triggering check. Crit Failure: Your ally takes a –1 penalty to the triggering check.
J
Trigger: Your turn begins. You wait for the right moment to act. The rest of your turn doesn’t happen yet. Instead, you’re removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature’s turn. This permanently changes your initiative to the new position. You can’t use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn’t change, and your next turn occurs at your original position in the initiative order. When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can’t Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.
J
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar effect. You might have to attempt a skill check to determine if your Interact action was successful.
J
Trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
J
Traits:
Concentrate An action with this trait requires a degree of mental concentration and discipline.
You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can’t Ready a free action that already has a trigger. If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it’s not your turn.
J
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
You release something you're holding in your hand or hands. This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action. Unlike most manipulate actions, Release does not trigger reactions that can be triggered by actions with the manipulate trait (such as Attack of Opportunity). If you want to prepare to Release something outside of your turn, use the Ready activity.
J
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
You attack with a weapon you're wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll the attack roll for the weapon or unarmed attack you are using, and compare the result to the target creature's AC to determine the effect. See Attack Rolls and Damage for details on calculating your attack and damage rolls. Crit Success: As success, but you double any damage dice. Success: You deal damage according to the weapon or unarmed attack, including any modifiers, bonuses, and penalties you have to damage.
J
Requirements: You are benefiting from cover, are near a feature that allows you to take cover, or are prone. You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an attack action, become unconscious, or end this effect as a free action.
Move Actions
J
Traits:
Move An action with this trait involves moving from one space to another.
Requirements: You are prone and your Speed is at least 10 feet. You move 5 feet by crawling and continue to stay prone.
J
Traits:
Move An action with this trait involves moving from one space to another.
You fall prone.
J
Traits:
Move An action with this trait involves moving from one space to another.
You take a careful, short jump. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). If you Leap vertically, you can move up to 5 feet vertically and 5 feet horizontally onto an elevated surface. Jumping a greater distance requires using the Athletics skill.
J
Traits:
Move An action with this trait involves moving from one space to another.
You stand up from prone.
J
Traits:
Move An action with this trait involves moving from one space to another.
Requirements: Your Speed is at least 10 feet. You carefully move 5 feet. Unlike most types of movement, Stepping doesn't trigger reactions, such as Attacks of Opportunity, that can be triggered by move actions or upon leaving or entering a square. You can't Step into difficult terrain, and you can't Step using a Speed other than your land Speed.
J
Traits:
Move An action with this trait involves moving from one space to another.
You move up to your Speed.
Special Actions
J
Traits:
Move An action with this trait involves moving from one space to another.
You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can’t burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.
J
Traits:
Concentrate An action with this trait requires a degree of mental concentration and discipline.
You cast a spell you have prepared in a spell slot. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs.
J
Traits:
Concentrate An action with this trait requires a degree of mental concentration and discipline.
You center yourself, focusing your body on a spell you need to cast. You may unassign as many prepared spells as you like to release spell slots. You may then use spell slots to prepare one spell. A spell takes up a number of spell slots equal to their power level.
J
Traits:
Concentrate An action with this trait requires a degree of mental concentration and discipline.
You end one spell effect or magic item effect. This must be an effect you are allowed to dismiss, as defined by the spell or item. Dismissal might end the effect entirely or might end it just for a certain target or targets, depending on the spell or item.
J
Traits:
Move An action with this trait involves moving from one space to another.
You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don’t take falling damage. You can use an action to Fly 0 feet to hover in place. If you’re airborne at the end of your turn and didn’t use a Fly action this round, you fall.
J
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Trigger: You fall from or past an edge or handhold. Requirements: Your hands are not tied behind your back or otherwise restrained When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics. Success: If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.
J
Traits:
Move An action with this trait involves moving from one space to another.
Requirements: You are adjacent to a creature that is at least one size larger than you and is willing to be your mount. You move onto the creature and ride it. If you’re already mounted, you can instead use this action to dismount, moving off the mount into a space adjacent to it.
J
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Requirements: A creature is undetected by one or more of your allies but isn’t undetected by you. You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is hidden to your allies, rather than undetected. This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a Perception check against the creature's Stealth DC or they misunderstand and believe the target is in a different location.
J
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Requirements: You are wielding a shield. You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.
J
Traits:
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
You reload a weapon up to its full clip size if you have the proper ammunition on hand.
J
Traits:
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Requirements: The target must be immobile and either an object or under the Incapacitated condition. When you need to deal a lot of damage all in one impact, you may attempt to sunder. Perform a Strike action, but on success or critical success you deal double damage to the target.
J
Traits:
Concentrate An action with this trait requires a degree of mental concentration and discipline.
You push your body to its limits to regain Ki. When you surge you take 3 Vitality Damage. If your vitality is above zero and you have not fallen unconscious, you regain Ki equal to your Surge Value.
J
Traits:
Concentrate An action with this trait requires a degree of mental concentration and discipline.
Requirements: You have at least one spell active with a sustained duration, and you are not fatigued. Choose one spell with a sustained duration you have in effect. The duration of that spell continues until the end of your next turn. Some spells might have slightly different or expanded effects if you sustain them. Sustaining a Spell for more than 10 minutes (100 rounds) ends the spell and makes you fatigued unless the spell lists a different maximum duration (such as “sustained up to 1 minute” or “sustained up to 1 hour”). If your Sustain a Spell action is disrupted, the spell immediately ends.
Generated Actions
J Unarmed Strike
y
Initiative Bonus
Initiative Score
Initiative
y
Armor
Global Armor Class Bonus
Unarmored Prof. bonus
Light Armor Prof. bonus
Medium Armor Prof. bonus
Medium Armor Max. DEX
Heavy Armor Prof. bonus
Shield Raised
 
Flexibility
Bonus Flexibility
 
Barrier AC
Barrier AC Granted when
Maximum armor to apply barrier
AC
Normal
Shatter
Skl Pen
Speed
Move
Climb
Swim
Fly
Burrow
y
Successes
Failures
Success
 
Active Injuries
y
Name
Type
Subtype
 
State
State
Dmg
 
Description
J Injury
- 0 HP
Lasting Injuries
y
Name
Type
Sub
 
State
State
Dmg
 
Description
J Injury
- 0 HP
Defense Modifiers
y
Name
 
Armor Bonuses
AC +
Requires Barrier
 
Saving Throws
STR Save
DEX Save
CON Save
INT Save
WIS Save
CHA Save
 
Weakness and Resistance
Weakness
Resistance
 
Additional Notes
J Modifier
Barriers
Class Barrier   0 / 0
 
y
Name
Barrier /
Additional Notes
J Modifier   0 / 0
Downtime
y
Year
Month
Year Month
Week 1-7
Week 8-14
Week 15-21
Week 22-28
Week's Events
Main Activity
Details

Minor Activity
Details
Choose an Activity
J You may spend your time doing charity work to fill yourself with enrichment and a sense of duty.
How it works: You will perform three vocation checks that will be added together - or just one if performed as a minor activity. Depending on your results you may be granted a morale bonus for doing well and gain training in your vocation as well. if your check is high enough a karma bonus can be gained too.
J Make some extra cash at the risk of getting in trouble with the law. Planning a crime takes time and a lot of skill to successfully pull off, but the rewards can be well worth the risk.
How it works: You will perform a Stealth Check, a Disable Device Check, and a third check determined by your selected crime. The number of successes will determine the results of the activity.
J Often villages will put up bounties on dangerous monsters spotted. It's up to mercenary guilds to take on these contracts and get rid of these creatures.
How it works: No check is performed when performing a monster hunt however there is risk when performing them. A random percentage of hp will be lost upon completion of the job and if enough hp damage is taken you may take an injury. The reward for performing a monster hunt varries between 5000J and 8000J while the exp bonus is dependant upon the character's level.
Sometimes other priorities makes downtime impossible. In that case you have no downtime.
J A character can use their downtime to learn new languages, skills, skill specializations, or spells, gaining proficiency in the task they train.
How it works: When you select a task to train you will make degrees of progress towards its conclusion. You gain 7 progress per week or 4 if gaining proficiency as a minor activity. You also add your Intelligence modifier of half as much if perfromed as a minor activity. Once enough progress has been reached you will learn whatever you were trying to learn.
J Sometimes you just need to sit down and take care of yourself. When relaxing, you do nothing but let the day's worries pass you by.
How it works: Relaxation can grant a number of perks inclusing bonus hp and vitality healing or a morale boost. Check the bonuses of the activity to see what they do.
J Sometimes to learn something useful study is required. By performing a research task you can learn new knowledge skills and gain progress in them as well. In order to perform research you must have some way to gather information for example from a book or an academic research location.
How it works: When you choose to research you gain a skill increase that can be used to either learn a new knowledge skill or increase the rank of a knowledge skill by one. Performing this activity as a major activity grants you two skill increases, whereas performing it as a minor grants one.
J Life in the city becomes a lot easier with people around. Building and creating new contacts is tough but with work comes friendship - and favors.
How it works: You will select what socializing tasks you wish to do then perform two charisma checks or one if performed as a minor activity. The results of the checks will be added to your lifestyle influence to create your influence total. The influence points will then be divided equally amongst your selected social targets to gain rapport with them.
Once you have reached 100 rapport with a person you will unlock their favor bonus. These bonuses can add a variety of opportunities for your character.
J A character can train to increase their ability in vocations. As you progress you will gradually rank up your vocation and gain special perks.
How it works: When you select a vocation to train you will make degrees of progress towards its conclusion. You make two vocation checks or just one if done as a minor activity. Your result is divided by 3 to determine your progress.
J A character can train to increase their ability in vocations. As you progress you will gradually rank up your vocation and gain special perks.
How it works: When you select a vocation to train you will make degrees of progress towards its conclusion. You make two vocation checks or just one if done as a minor activity. Your result is divided by 3 to determine your progress.
 
Choose a Vocation Choose which vocation you would like to use for this activity.
Name
 
Add Modifiers You can add additional bonuses for miscellaneous reasons. Add any modifiers you have here and equip applicable ones for this task.
y
Description
Name
 
Bonuses
Modifier
Grants Advantage
 
Costs
Jin Cost when used
J Item
Cost 0 J
Mod 0
Grants Advantage
 
Choose a Crime Type Choose a crime. This will determine one of the skill checks you will perform. If this is a Minor Activity, you can only choose Pickpocket.
 
Choose a Difficulty Choose a difficulty for your criminal activity. The more difficult the crime, the more payout you will gain. Your rewards will be determined once the activity is finished. Pickpocketing will always default to simple, regardless of your choice.
 
Add Modifiers You can add additional bonuses for miscellaneous reasons. Add any modifiers you have here and equip applicable ones for this task.
y
Description
Name
 
Bonuses
Modifier
Grants Advantage
Retries
 
Costs
Jin Cost when used
J Item
Cost 0 J
Mod 0
Grants Advantage
 
Choose a Proficiency Task Choose a proficiency task by either picking an existing item you are learning or add a new one. To make a new proficiency task, first add a new task then fill out the Task and Type sections. Task: Enter the name of the task you are trying to gain proficiency in. Type: Choose the type of proficiency you are trying to gain, whether it be a skill, a language, or a spell. Your chosen skill cannot be a base skill. Progress: The amount of progress you've made. This should start at zero.
y
Task
Type
Progress
Item 0/0
 
Add Modifiers You can add additional bonuses for miscellaneous reasons. Add any modifiers you have here and equip applicable ones for this task.
y
Description
Name
 
Bonuses
Modifier
Grants Advantage
 
Costs
Jin Cost when used
J Item
Cost 0 J
Mod 0
Grants Advantage
This job cannot be performed as a minor activity
 
Choose a Resource There are many ways to relax and many associated relaxation activities, you can even add some if your DM allows it. Select any option available to you.
y
Activity
Cost
HP
Vitality
Morale
J Item
Cost 0 J
HP 0
Vitality 0
Morale 0
Relaxation Option
Performing a Relaxation Action as a Minor Activity is free and grants 5 HP healing and 5 Morale.
 
Choose a Quality of Venue
J Socializing is rarely free and venues to meet people can be expensive. But some people of higher classes prefer to meet in locations of a higher quality of venue. But as you open up your wallet so too do others open up to you... Probably.
Free A free venue may be a public space or someone's home. You can meet anyone here but it also affords no bonuses.
Low A low end venue like a cheap bar or restaurant that might be found in a poor district. The price for entertainment and food here is low but just about anyone can enjoy their time. Gives 10 influence.
Medium This represents venues that might serve good food, nice drinks, and decent entertainment. Often times working class people with well paying jobs can be found in these kinds of establishments while low class people tend to avoid it. Gives 30 influence.
High High end establishments have a flare of importance and eloquence, but not all have the funds to pay to enjoy them. As such, usually only the wealthy will Gives 100 influence.
 
Choose to Meet New People Sometimes you'll want to meet new people while going out socializing. When performing this action you will spend a portion (or all) of your influence to meet new people. Your chosen venue has a strong effect on the class of people you may meet.
Meet New People
 
Choose People to Socialize With People you've met, whether via the plot or the Meet New People action, will show up here. Select whichever people you want to socialize with during this activity. As you socialize with others your rapport will increase. Once rapport has reached 100 you will gain a favor from the person. You can cash in a favor for a variety of things, so ask your DM for ideas when available.
y
Stats
Name
Ancestry
Gender
Class
Job
 
Favor
Favor Unlocked
Rapport
Favor on Unlock
J Name
 [ / 100]
Class
Job
Favor
 
Add Modifiers You can add additional bonuses for miscellaneous reasons. Add any modifiers you have here and equip applicable ones for this task.
y
Description
Name
 
Bonuses
Modifier
Grants Advantage
 
Costs
Jin Cost when used
J Item
Cost 0 J
Mod 0
Grants Advantage
Everyone needs to make money and there's always someone that will pay for a service.
How it works: Jobs come in five different categories; crafting, entertainment, monster hunt, piecework, and service. Your choice of job category will determine how the task is fulfilled, but they all usually involve a skill check or two. Regardless of job type, you will often have your earnings cut in half when done as a minor activity.
Choose a Job Category Jobs come in five different categories; crafting, entertainment, monster hunt, piecework, and service. Your selection will determine what kind of checks you will perform and the type and amount of rewards you will receive for performing the activity.
Crafting jobs encompass any job where you create something. You might help forge weapons for a smith, cook meals for patrons, or even create art for the rich.
How it works: When you perform a crafting job you will make three vocation checks. Your successes will be used to determine the amount of Jin you earn and the amount of progress you gain in your vocation. You also earn less jin and progress for performing this job as a minor activity.
Choose your Vocation Choose a vocation to determine the nature of the job and what modifiers you will be working with. Choose your Client Class Choose the quality of the craft you are aiming for with your craftwork. A higher class will increase the DC of your checks but will give much larger rewards as well. You are restricted on what class you can choose by your vocation tier. A Novice can only take Low and Medium class jobs. A Professional can take High Class jobs. And an Elite or Master can take any class of job.
Some jobs only require you to entertain a group. You might be busking, entertaining at a party, or performing at a concert.
How it works: When you perform an entertainment job you will make three vocation checks which will be added together. You must make a minimum DC of 30 to earn any money but you earn additional jin for each point in excess of this value. The amount you gain is influenced by your vocation's tier and you will gain progress in your vocation by performing this job regardless of success. You also earn less jin and progress for performing this job as a minor activity.
Choose your Vocation Choose a vocation to determine the nature of the job and what modifiers you will be working with.
Piecework entails any job that is paid by the amount you are able to produce. Whether it's picking vegetables from the field or catching fish, this type of work typically involves lots of physical labor.
How it works: When you perform a piecework job you will make three vocation checks which will be added together. This value is then used to determine how much jin you earn. The amount you gain is influenced by your vocation's tier and you will gain progress in your vocation by performing this job regardless of success. You also earn less jin and progress for performing this job as a minor activity.
Choose your Vocation Choose a vocation to determine the nature of the job and what modifiers you will be working with.
Any job where you are expected to perform services for a a person or a group of people can be considered a service job. Sometimes this means you're a waiter at a restaurant, other times it means you're training students, and sometimes you're just stealing.
How it works: When you perform a service job you will make three vocation checks. Your successes will be used to determine the amount of Jin you earn and the amount of progress you gain in your vocation. You also earn less jin and progress for performing this job as a minor activity.
Choose your Vocation Choose a vocation to determine the nature of the job and what modifiers you will be working with. Choose your Client Class Choose the quality of the service you are aiming for with your work. A higher class will increase the DC of your checks but will give much larger rewards as well. You are restricted on what class you can choose by your vocation tier. A Noice can only take Low and Medium class jobs. A Professional can take High Class jobs. And an Elite or Master can take any class of job.
 
Lock It In
Once you're satisfied, lock in your activity.
Warning: Once you've locked in a choice you cannot undo this action
Vocations
y
Core
Name
Category
Core
 
Sub Skills
Sub 1
Sub 2
Sub 3
 
Tier
Tier
Progress / 100
 
Description
J [ 0 / 100 Vocation
Nickname
w Post Area
Languages
Recast
Interaction
Check Introduction
Emote
Phrase
Outfits
y
Name:
Main URL:
Fire URL:
Hurt URL:
Cut In URL:
emote
Emote Images
y
Name:
URL:
Outfit Set:
[outfit] Emote
Background
Homeland
Ancestry
Age
Gender
Height
Weight
 
Backstory
Allies & Organizations
Generator
Gender
? Male Female
Ancestry
? CstBrn SnTchd SndFlk PlnSkn FrstCk
Nationality
? Minerva Apollo Juno Ceres Liber
Class
? Low Med High Elite
 
Stats
Name
Language
Race
Gender
Nationality
Nature
Class
Profession
Rapport
Favors
 
 
y
Style
Template
Type
Style
 
Quest Name
Title
Sub
 
Actors
 
Rewards
Style
Exp
Others
 
Title   XP XP
Actors
Resting
 
Long Rest Style Morale
Target Options
DM Actions
Item Drops
Players
Common
Notes
 
Post Area
Header
Sub
 
Locations
Header
Sub
 
Chapters
Chapter Part
Chapter Start
 
Notes
Notes
 
Post Area
Header
Sub
 
Tools
 
y
Song:
Desc:
Style
Notes:
Prct:
Notes
y
Song:
Desc:
Style
Notes:
Prct:
Notes
y
Song:
Desc:
Style
Notes:
Prct:
Notes
y
Song:
Desc:
Style
Notes:
Prct:
Notes
y
Song:
Desc:
Style
Notes:
Prct:
Notes
y
Song:
Desc:
Style
Notes:
Prct:
Notes
y
Song:
Desc:
Style
Notes:
Prct:
Notes
y
Song:
Desc:
Style
Notes:
Prct:
Notes
y
Song:
Desc:
Style
Notes:
Prct:
Notes
y
Song:
Desc:
Style
Notes:
Prct:
Notes
y
Song:
Desc:
Style
Notes:
Prct:
Notes
y
Song:
Desc:
Style
Notes:
Prct:
Notes
y
Base
Executer
Action
Traits
 
Target
Weaknesses
Resistances
 
Checks
Has Check
Executer Check
Is Roll
Is Atk
Base
|
Executer Bonuses
|
|
|
|
|
 
Target Check
Type
Is DC
Base
Roll |
 
Damage
Has Damage
Base
Crit
Type  
Damage Bonuses
   
   
   
   
   
 
Has Secondary Damage
Secondary Damage
Base
Crit
Type  
 
Results
Crit Success
Success
Failure
Crit Failure
Name
Target
Has Barrier
Is Flat-Footed
0 -5 -10 -15
: 0
| 0
vs. 0
| 0
Crit
Success
Failure
Crit Fail
Set Mod
Atk
Dmg1
Dmg2
Del
 
y
Name
Traits
 
Conditionals
Trigger
Requirement
 
Check
Target Check
 
Damage
Has Damage Roll
Base + +
Type  
Total
Secondary Damage
Has 2nd Damage Roll
Secondary Damage
Base + +
Type  
Total
Spell Empowering
Heighten Damage
Base Power Level
 
Description
 
Results
Crit Success
Success
Failure
Crit Failure
Battle Code
Show Battle Code
On Crit Success
On Success
On Failure
On Crit Failure
 
Resources
Mana Cost
Ammo Cost
Resource
Consumable
J
Traits:
Trigger:
Requirement:
Leveling
Experience
Exp. Multiplier
Exp. Share Targets
Sheet Options
Optional Display Styles
Show Old Information
Multiple Barriers
Emote Style
 
Tags
Display
Sheet Name
Style
Version
Refresh Actions
 
Old Stuff
y
Name
ATTACK: +
PROFICIENT
RANGE:
MAGIC BONUS:
CRIT RANGE:
DAMAGE: + +
TYPE:
CRIT:
DAMAGE2: + +
TYPE:
CRIT:
SAVING THROW: VS DC:
On Hit
On Miss
Cond
Spell Lv.
Mana
HL Dmg
Resource
Description
MACRO:
J
y
Name
Resource
 
Description
J
 
 
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